Delirium Skeins

Delirium Skeins

Sorcery

Each player discards three cards.

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Legality

Format Legality
Casual Legal
Commander / EDH Legal
Duel Commander Legal
Leviathan Legal
Pauper Legal
Pauper EDH Legal
Modern Legal
Limited Legal
Highlander Legal
Tiny Leaders Legal
Canadian Highlander Legal
Block Constructed Legal
Unformat Legal
1v1 Commander Legal
Oathbreaker Legal
2019-10-04 Legal
Legacy Legal
Vintage Legal
Custom Legal

Delirium Skeins occurrence in decks from the last year

Latest Decks as Commander

Delirium Skeins Discussion

zAzen7977 on TINYBONES: TINY PUNISHER (Mono-Black Stax)

1 week ago

Hey Nyrmak and theindigoeffect, you bring up really important points about how to distribute discard effects in multiplayer games. The trick is reading the room and knowing which players to antagonize and when. If you attract too much hate, one or more players will gang up on you and it will be difficult to handle them all simultaneously.

Ultimately the goal is to use as little mana as possible to kill each player. To do that you want each player to have 0 cards in hand, so you can do 10 damage to each player with Tinybones for a single activation cost. Unless other players are constantly drawing cards with card effects, organically each player should eventually run out of cards in hand as they play lands and spells.

Once you trigger Tinybones once, each player will suddenly realize you are the biggest threat on the table. So ideally you want to set up the board to lock it down before you pull the trigger. Ideally you’ll want to start the game or tutor for permanents that make each player discard every turn, including Anvil of Bogardan , Bottomless Pit , Necrogen Mists , Chains of Mephistopheles , Oppression , Words of Waste , and Liliana of the Veil (although she is easier to remove). Other non-permanent options for making each opponent discard are Vicious Rumors , Delirium Skeins , and retracing Raven's Crime . All this discarding during each player’s turn will allow you to draw lots of cards with Tinybones. Once each player is down to only a few cards in hand, that’s when you target individual players with the most cards with discard spells to get them down to 0 cards. Once your opponents are forced to top-deck every turn, it will usually be too late for them to escape.

Obviously this is easier said that done, but that’s what makes this deck so fun to pilot!

Azeworai on Buh!

1 month ago

Ah, discard. A field I know well.

I come bearing suggestions.

There are many fantastic discard engines that many do not know exist. Anvil of Bogardan is a favourite of mi... Wait, you have that one.

Well, Delirium Skeins is... Darn that Maybeboard.

I see you to be one of those players who digs deep, which is lovely. From the most vast of options broods the most fruitful of strategies. I do have my own discard list, built under Chainer, Dementia Master , which was my very first deck.

Unfortunately, you have all of my discard recommendations accommodated somewhere in this list, thus I must proffer my mono-Black choices. These are a little expensive, but they are what I have to offer.

Given the fact that you are both stealing permanents and forcing discard, I believe this to mean that you do not mind rude cards. Hence, Contamination . You have probably heard of this, but here it is again.

Hellfire is one of my favourite cards of all time, acting as a Cyclonic Rift that hurts your both life total and your wallet. I have died multiple times whilst casting this spell, but the artwork is great.

I feel as if a Dark Ritual to power out Tergrid  Flip would be quite detrimental to your opponents. It enacts your engine early whilst being quite the powerful spell by itself.

Snuff Out surprises a fair number of people, for being without mana typically entails being without interaction.

A Lake of the Dead is one of the very best cards in my Chainer list, as it brings a metric ton of mana to the table. It may cost a swamp each activation, but it is well worth the toll.

The most obscure card I run in my discard deck is Cao Cao, Lord of Wei . He is terrible, slow, and certainly exists.

Care to double the price of your deck? Well, Chains of Mephistopholes has you covered. It denies card draw like a Hullbreacher and offers fuel for the commander  Flip. People do not typically mind proxies, if you would dare venture that route.

TLDR: I commend you for your card-digging adventures, for it takes patience to read all of the possible options for a commander deck, and I did my best in terms of suggestions.

Best of luck, and farewell.

Here is my own list, if you care: Let the Nightmare Go On..

Azeworai on Rankle's Discard Fest!

6 months ago

And I already love the deck, for you did the very best thing a brewer can do: Keyword "discard" and search therefrom.

I have a discard deck of my own, you see, and thence I may be able to tell some cards. It is also my oldest deck, and it is here if you so wish to see it.

Thereupon, I have quite the meiny of suggestions:

Ramp would be best for such a mana-hungry complot, withal I would like to recommend a seldomly known card. Ahem. SOL RING?! It's too powerful to ignore, and thence I would most see to its inclusion. Charcoal Diamond is splendid, Mind Stone does quite a bit, Worn Powerstone is slow but leastway worth a mention. K'rrik, Son of Yawgmoth does much for any black-based strategy, anent all of the resource life offers.

Now, Mindslicer is most meritorious, for it may be sacrificed to dear Rankle whiles doing the job in one turn.

More efficient discard! Delirium Skeins and Mind Rake are each quite effective, whereupon Hymn to Tourach is as good as it gets.

Terror is a little restrictive. I've much enjoyed Murderous Rider and Hero's Downfall. Snuff Out catches people off-guard.

It is important to be ahead on cards whiles playing a discard deck, so I would try Necropotence. It may exile those discarded, but the amount it draws is ayont worth an inclusion. Greed and Erebos are also fine. Castle Locthwain is essentially a free inclusion, where at Sign in Blood should be here, too.

There are a few cards I trow to be lacking:

Beacon of Unrest is quite costly for its effect, and the renowned Animate Dead is oft just better. Any graveyard, three less to cast, all the like.

Mind Slash is one with which I have tested. What exactly are you sacrificing? You haven't much in terms of fodder, not much to reanimation, and thus it is almost certes a dead card most of the time.

Liliana's Reaver and Guiltfeeder are so slow! Try actual threats that murder quickly, or prioritize wraths and board control.

Curse of Fool's Wisdom doesn't do anything, thereupon it is slow to slaughter and expensive to cast.

May fortune betide and may your opponents be hagridden.

Vampire0940 on Tinybones the card thief

8 months ago

Azeworai: Thx for your suggestions. There are some good alternatives like Mind Rake and Delirium Skeins. But on the other Hand there are some cards i will not consider, because the deck should not be competitive but more a funny and flavour thing. Thats the reason why i play obviously awful cards like Assassin's Strike. I know the flavor thing doesn't exist for Phyrexian Obliterator but he is just cool ^^" Nevertheless i will change some cards with some of the named cards. Big Thanks to you :)

Azeworai on Tinybones the card thief

8 months ago

Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.

Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.

The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.

So, first, there are some things I would remove.

  1. Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
  2. Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
  3. Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
  4. Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
  5. Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
  6. I have the same reason for Tasigur's Cruelty.
  7. Cabal Conditioning has an identical reason.
  8. I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
  9. Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
  10. Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
  11. Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.

Alright. With that out of the way, I may suggest other cards.

So, early game discard. Mind Rake and Delirium Skeins are each great, for they take card from every player in the first few turns of the game.

Let's add some better kill spells: Snuff Out, Victim of Night, Go for the Throat, Hero's Downfall, Drag to the Underworld, and Murderous Rider.

Wraths are a cruciality for slower strategies such as this, for aggressive strategies such as Alesha or Tymna. You should add any of Massacre Girl, Damnation, or Massacre Wurm.

Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.

Lightning Greaves just seem great.

Dark Ritual and Cabal Ritual allow for turn one Pit or Mists, easily providing much value with your commander on turn two.

Expedition Map allows you to assemble your land combos with Cabal Coffers and Urborg. Always nice.

Nirkana Revenant is an option for the sake of late-game ramp, giving much for Torment of Hailfire.

Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.

Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.

That shall be all from me. Do enjoy your day!

Necrocol on dis nigga

8 months ago

A great start to what I was thinking of doing.

I recommend considering these as well Mindslicer, Delirium Skeins, Mind Shatter, Gibbering Descent, maybe even Wit's End

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