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One Bad Day Away From Delirium

Sometimes you just want to give hugs.

But... those people you want to give hugs want to hurt you.

And when they do, delirium occurs.

This deck has a few different things going on for its theme

1: Group Hug!

So, Winter, Giver Of Hugs seems like a perfect group hug (slug?) kind of commander.

Just one problem... it has that pesky effect of making people really dislike you by making their handsize 3 or less.

So... we get rid of the problem by making it (kinda..) impossible to go into delirium!

How? By only having, at max, 4 different types of cards, and no way to put lands in your graveyard*... So, you can't! Unless you opponents decide to do bad stuff to you.. like discard, destroy lands, or mill you.

That's why its one bad day away.. they mess with you, Winter messes with them.

*OK, there is a few, but more on that later.

2: Multiple Decks In One

You might notice that there are exactly 21 of each card type (creatures, enchantments, artifacts) in the main board, plus 36 lands.

And in the side board, there are 21 of each card type (Planeswalkers, sorceries, and instants)

What this deck allows you to do is take whichever 3 of the 6 piles, plus the lands, to make a deck.

So, in total, there are 20 different deck possibilities you can have.

You could choose which 3, but the idea is you would randomly pick 3 and go from there.

Additionally, I tried to balance each type with at least 4 draw, 4 ramp, 4 removal, and the rest as "synergy". This way, no matter which 3 you get, you will have some sort of good balance of draw/ramp/removal.

If you want to see this, sort by "Custom" on the page.

3: OK, but.. why 3 types?

Yes, only having 2 types would make it guaranteed to never go into Delirium.

However, it makes the deck combinations.. harder (and probably less interesting).

I also like the idea that there is still a way to go into Delirium, but your opponents have to do it to you. And, that kind of makes them the enemy of the others if they do, right?

In this deck, there are 3~ different themes

  1. Group Hug
  2. Creature Tokens
  3. Treasure Tokens

Group Hug

Well yes, the whole point of the deck...

And, with hugs, comes love... by damage.

There will be ways to hurt people with the cards we give them.

Creature Tokens

So, creature tokens have two purposes...

  1. Meat Shields
  2. Attackers (of course)

There are some things that buff creatures, especially in Planeswalkers, so that makes it a good alternate win condition.

And.. you'll probabaly be targeted, even though you are just giving away free cards. So blockers are a must.

Since we can't be guaranteed to have "Creatures" in the deck, we give every type some way to make creature tokens

Treasure Tokens

This one is.. a bit weird. If you think about it, going full land ramp would probably be better.

But, there are some really cool cards with Treasure Tokens, giving other people Treasure Tokens, and then punishing people with them.

So, while it may or may not be optimal, it seemed to better fit the group hug theme (since each type usually has some way to give/get treasure tokens)

While having it where you randomly pick 3 piles isn't optimal in any way, the main theme behind this deck is..

Opponents draw lots of cards and get punished for it in some way.

In case we can't do that, creature tokens come in to the rescue!

Every type should have some way to punish people for cards and have way to make tokens.

There should also be a decent amount of protection.. because people will bully Winter.

Creatures

The main damagers here are death by draw.

Stuff like Razorkin Needlehead.

Artifacts

The main damagers here are based on (big) hand sizes.

Stuff like Iron Maiden.

Enchantments

The main damagers here are based on draw/hand size.

Stuff like Underworld Dreams and Vicious Shadows.

Planeswalkers

The main damagers here are creating creature tokens and buffing them.

Stuff like Garruk Wildspeaker.

Ob Nixilis, the Hate-Twisted is here for moral support.. but about the only Planeswalker with that kind of effect.

And while I would have loved to do more stuff like Proliferate and counter doublers, I didn't want to go into a heavy a +1/+1 counter direction. That would have made everything harder to balance. (And I have done enough +1/+1 counter stuff recently)

Sorceries

The main damagers here are draw/hand size damagers.

Stuff like Molten Psyche and Spiraling Embers.

Exsanguinate is probably a weird choice, but sorceries will leave you more open for attacks, so figured need a decent life gain/potential finisher.

Instants

The main damagers here are hand size damagers.

Stuff like Storm Seeker.

As with Sorceries, more chances to get beat up here, so added in some protection through Arachnogenesis and Galadhrim Ambush

If I didn't include a card.. probably due to one of two things

Price

... and I didn't have the card already

Like Orcish Bowmasters or Sheoldred, the Apocalypse

It has two typings

... and makes me sad.

Like Fate Unraveler

Yeah, there ARE a few cards that can make you go into Delirium.

I don't think there are any others...

And, of course, if you have to discard down to hand size.

But, the main idea here is.. you don't use those effects/don't discard lands.

Pirate's Pillage you can't discard a land.

Khorvath's Fury you can't discard your hand if it has a land it.. so gotta take the damage.

Zurzoth, Chaos Rider can't attack with Devils now.

Horizon of Progress last ability basically doesn't exist...

However, there are quite a few cards that can exile cards from graveyards.

Such as Ghost Vacuum. So in worst case scenarios, you can immediately exile them if needed.

If you want to see things sorted by draw/ramp/removal/synergy, sort by "Custom" on the page.

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