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Another crack at Grixis, this time delirium style! We'll use cards like Thought Scour and Consider to get multiple cards into our graveyard in a turn, fetch-lands to help with that strategy and have multiple different types in the deck, (tough the most common are creature, land, instant and sorcery, we can still get to delirium off of enchantments like Dress Down, artifacts like Mishra's Bauble and planeswalkers).

There are some controlling aspects tot he deck with the hefty and maybe egregious removal suite that very often coaxes you or requires you to kill everything that touches the field as to not get behind on tempo, but with the level of pure selection the deck offers it's definitely not the worst plan in the world.

We do have some graveyard play with Kroxa, Titan of Death's Hunger who has quickly risen to be one of the best supplemental pieces in Death's Shadow strategies.

I'm considering Otherworldly Gaze over Consider for two reasons, otherworldly gaze can be flashbacked from the graveyard and otherworldly gaze can see three cards ontop of itself being an instant going to the graveyard, making a turn two full power Whispers of Emrakul not as much of a pipe dream. This is especially important considering how more powerful a turn two Hymn to Tourach is than a turn three one, along with boosting the power of all of our delirium cards in Bloodbraid Marauder, DRC and Unholy Heat. I'm gonna make the swap for now and see it we should really build around delirium or if we should just let it fall by the wayside and be a moderately powerful added bonus to the deck.

Ways to get delirium turn two: All iterations(Either Fetchland or Bauble is necessary, one line requires both)

  • Fetch land+Dragon's Rage Channeler+Mishra's Bauble+1/1 Luck (4) 10% chance to have cards in opening hand and 53% luck to find unique card type of given types: Fetch land into DRC into Mishra's bauble, surveilling a nonland, non-artifact into the yard then cracking the bauble and then chump blocking with DRC.

  • Fetch land or (Blue source+Mishra's Bauble)+Thought Scour+2/2 Luck (3)22% or 12% chance to find both or all three cards in same hand, respectively, with a 13% luck and 23% luck respectively: Fetch land or Blue source and Bauble into thought scour milling two nonland, non-instant (if played fetch land) or non-artifact, non-instant (if played bauble) into the yard and if played the bauble, crack the bauble.

With Gaze(Bauble is NOT necessary, Fetch land is NOT entirely necessary)

  • Fetch land+Otherworldly Gaze+2/3 Luck (2-2/3) 20% chance to draw these two cards in the same hand, 27% luck to find 2/3 unique card types: Fetch land into otherworldly gaze, surveilling two non-instant, nonland cards into the graveyard that don't share a type.
  • Blue Source+Otherworldly Gaze+3/3 Luck (3) 30% chance to draw these cards in the same hand, 10% luck to find 3 of 3 unique card types: Blue Source into otherworldly gaze, surveilling three non-instant cards who don't share a type into the graveyard.
  • Blue Source+Otherworldly Gaze+Mishra's Bauble+2/3 Luck (3-2/3) 11% chance to draw these cards in the same hand and 30% luck to find 2 unique card types: Blue source into bauble, crack the bauble then play gaze into surveilling two non-instant, non-artifact card into the graveyard.
  • Fetch land+Otherworldly Gaze+Mishra's Bauble+1/3 Luck (3-1/3) 9% chance to draw these cards in the same hand with 78% chance to find unique card type (of given types): Fetch land crack into bauble crack (there is no room to manipulate top card (unless we have both a blue source and a fetch land in hand to just potentially fetch the following turn) so most often just look at opponents, otherwise if we fetch after bauble we are just shuffling it away anyway) then play otherworldly gaze into surveilling a non-instant, nonland, non-artifact card into the graveyard.

With Consider(Bauble is necessary, Fetch land is entirely necessary)

  • Fetchland+Mishra's Bauble+Consider+1/1 Luck (4) with 10% chance of these cards in same hand and a 38% luck to find unique card type of given types: Fetch land into bauble into consider surveilling a nonland, non-instant, non-artifact card into the graveyard then cracking the bauble

Other Lines include:

  • Mishra's Bauble + Otherworldly Gaze 14% chance to draw in the same hand: crack the bauble on your turn, look at opponent's card for extra info or our own to see if we want the card or not, at opponent's upkeep in response to the bauble trigger (or if we intend on double spelling just also playing otherworldly gaze on a main step to order the top how we want and drawing at their upkeep for free) play gaze if we looked at our top card and didnt want it or refrain from gazing until after the trigger resolves. this will yield a Ponder type of effect or just help us cantrip in a new way!
  • Mishra's Bauble + Thought Scour 16% chance to draw in the same hand: Crack bauble to see opponent's top card and if we want them to have it, refrain from casting thought scour, but if we don't want them to have it, we can though scour mill them for two to get a fate seal effect and draw twice.

In conclusion, Mishra's Bauble is one of the most broken cards in this deck with it fueling delirium so well and working well with our cantrips to "supercharge" them, we can see many cards a turn if we so choose and for this reason I really believe Street Wraith to be much worse than just companioning Jegantha, the Wellspring as we don't really need it and the life loss isn't such a bad thing. Tere is one card in the deck I'm kind low on, but maybe I just need to play it more to show its true potential, Bloodbraid Marauder. I mean 33% of the one drops in the deck are creatures, about 20% are removal spells, 10% are Thoughtseize and the remaining 36% are cantrips so in theory, there is only a 20% chance to brick by getting removal when there are no creatures on the opponents board, but still 20% of the hits being bricks about half the time isn't great (especially considering that most cascade decks in the format have 0 bricks). I just think I need to run the card more and consider putting in more two mana removal if I decide to keep the gameplan and consider ALL the cards it can hit and play around that knowledge.

Otherworldly gaze and fetch lands just help the delirium game plan so much with so many lines giving turn two delirium and even more giving turn three, I think it should be a four of at least and I should get more fetch lands since those help delirium so much and less than half of the lands in the deck are fetches

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Casual

99% Competitive

Top Ranked
Date added 1 year
Last updated 10 months
Key combos
Legality

This deck is not Modern legal.

Rarity (main - side)

29 - 8 Rares

17 - 3 Uncommons

10 - 4 Commons

Cards 59
Avg. CMC 1.24
Folders competitive modern decks
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