Eldritch Moon Green-Black delirium. This deck differs from most of the delirium decks that you'll find on mtggoldfish.com and other meta sources - this one is about going hard and going fast, soaking up that sweet sweet value.
On the creature side of things, we've got:
- Grim Flayer. Play it turn two, then turn three we hit delirium and go swinging for 4, set up some topdecks, and gg. Massive value early and late.
- Den Protector. Get back whatever we accidentally mill ourselves out of. Usually targeting things like Transgress the Mind and Collective Brutality in the graveyard that aren't supposed to be there.
- Tireless Tracker is the backup Grim Flayer. It's okay for it to get milled, too. Running this instead of Sylvan Advocate because card draw.
- Woodland Bellower. Our premier toolbox creature. When delirium is active, every 3-drop in this deck is very, VERY worth it. Usually we'll be fetching:
-
Mournwillow
. That delirium effect allows us to finish the game against spirits and coco decks. Since most of their creatures are 2/1 (spirits) or 2/3 (coco), this creature usually just gets your team to deal lethal.
-
Surrak, the Hunt Caller
. Rounds out our curve, standing as the only one to represent its CMC. Hasting helps race and beat face.
We also have a one-of Ishkanah, Grafwidow, whose spiders block well against spirits and chump other decks. Finally, at the top of the curve we have one Emrakul, the Promised End to seal the deal. As promised.
The rest of the deck is engine and protection. Four Grapple with the Past and two Corpse Churn both get us delirium and also can return a creature so that we can recast.
Gather the Pack
usually is a one-and-done enabler, but doesn't recur creatures, making it a little worse.
Grasp of Darkness removes most creatures in the format. Ruinous Path removes all of them - or a planeswalker, which is also relevant. Dead Weight is the fastest way to get rid of an important human, spirit, etc. It also helps achieve delirium. Sinister Concoction can stick around and threaten Archangel Avacyn
and other wincons, making the opponent wanting to delay until they get a backup copy. Or it can help get delirium and clear the path. Very versatile.
Finally, we have a playset of Traverse the Ulvenwald. This is part two of the toolbox. Usually we want to get delirium and then fetch out a Woodland Bellower, Ishkanah, Grafwidow, or in the very late game, Emrakul, the Promised End. It's what makes the whole deck work.
And that's it! Suggestions would be appreciated.