Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$36.25

0 Likes 0 Comments
Avg. CMC 2.38
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 20 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (12)
4 Deathcap Cultivator
$0.17 Creature - Human Druid
3 Hangarback Walker
$2.08 Artifact Creature - Construct
4 Mindwrack Demon
$0.39 Creature - Demon
1 The Gitrog Monster
$4.90 Legendary Creature - Frog Horror
Instant (7)
3 Grasp of Darkness
$0.10 Instant
2 Pulse of Murasa
$0.08 Instant
2 To the Slaughter
$0.14 Instant
Sorcery (9)
2 Duress
$0.05 Sorcery
2 Gather the Pack
$0.15 Sorcery
3 Languish
$0.45 Sorcery
2 Traverse the Ulvenwald
$0.87 Sorcery
Enchantment (8)
4 Autumnal Gloom // Ancient of the Equinox
$0.12 Enchantment // Creature - Treefolk
4 Vessel of Nascency
$0.12 Enchantment
Land (24)
1 Drownyard Temple
$0.17 Land
4 Evolving Wilds
$0.16 Land
5 Forest
$0.08 Basic Land - Forest
4 Foul Orchard
$0.11 Land
3 Hissing Quagmire
$0.76 Land
2 Llanowar Wastes
$3.15 Land
5 Swamp
$1.16 Basic Land - Swamp
Sideboard - 15 cards, 7 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (5)
2 Clip Wings
$0.02 Instant
3 Ultimate Price
$0.17 Instant
Sorcery (8)
2 Duress
$0.05 Sorcery
1 Languish
$0.45 Sorcery
2 Root Out
$0.06 Sorcery
3 Transgress the Mind
$0.05 Sorcery
Enchantment (2)
2 Virulent Plague
$0.14 Enchantment

Notes
 
SBMTG Budget Deck SOI
Published on May 29, 2016
https://www.youtube.com/watch?v=kTSZ2v7dIdw#t=3.489541

Delirium is an exciting, mostly unexplored mechanic in SOI standard. We've been given plenty of pieces to make it work, and it turns out it has lots of tricks and, of course, fun synergies. It's also got straight-up powerful cards; the unrealized power of Mindwrack Demon is real, The Gitrog Monster is a huge threat, and Autumnal Gloom is an undiscovered power uncommon (at least the card has felt that way in my experiences with it).
Key Things to remember:
- We have to play both a) cards that put things into our graveyard and b) enough cards of different types.
- Delirium is difficult to get in the first few turns but very easy to get by the midgame. With this in mind, we should play some 2-and-3-mana removal, as well as a sweeper, in order to keep aggro from overwhelming us. Once we do get into the late game, some of our cards get a lot better, but we have to make it there first.
- We shouldn't play (or at least, overplay) cards with Delirium that aren't very good without Delirium online. For instance, Mindwrack Demon is always a 4-power flyer that's resistant to Grasp of Darkness and Languish, and chances are you'll get Delirium turned on within a turn or two of playing him. Meanwhile, Inexorable Blob is terrible without Delirium online, and is still too easily dealt with even if Delirium happens to be working at the moment.
- Last thing, and this plays into the previous point: we want the deck to be able to win without Delirium being a prerequisite. To that end, The Gitrog Monster and Hangarback Walker are both solid creatures with or without Delirium (and Hangarback Walker counts as two things in the graveyard - that's important), and to the Slaughter can be an effective card even if Delirium isn't currently on.

Creatures (12)
4 Deathcap Cultivator
3 Hangarback Walker
4 Mindwrack Demon
1 The Gitrog Monster

Enchantments (8)
4 Vessel of Nascency
4 Autumnal Gloom

Sorcereries (9)
2 Duress
2 Traverse the Ulvenwald
2 Gather the Pack
3 Languish

Instants (7)
3 Grasp of Darkness
2 To the Slaughter
2 Pulse of Murasa

Lands (24)
2 Llanowar Wastes
3 Hissing Quagmire
4 Foul Orchard
1 Drownyard Temple
4 Evolving Wilds
5 Forest
5 Swamp

Sideboard (15)
2 Duress
3 Transgress the Mind
2 Clip Wings
3 Ultimate Price
2 Virulent Plague
2 Root Out
1 Languish
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