When building a delirium deck, especially a delirium deck that intends to summon Emrakul without ramp, being able to hit all 7 card types in a normal standard game is important. This deck wants to be defensive and controlling, while quickly obtaining delirium within the first two to four turns. This deck is defensive and wants to win with Emrakul, but that does not mean that the deck is a one trick pony. Making a deck that is flexible yet still uses all types is a challenge - especially for challenge.
This deck is mostly black, but splashes green - primarily for Grim Flayer, Traverse the Ulvenwald. It has few creatures simply to make room for enough cards of the other card types.
A brief reasoning for the cards are shown below. Note that the deck is not optimized.
Lands
Evolving Wilds is the best land here, as it enables both color fixing and delirium. Other than that, Drownyard Temple is used for instant speed ramping, with mana that can be held up to fake a Murder, and allows for being able to play Emrakul, the Promised End as early as turn 5. It is preferable over Blighted Woodland here, as it is more likely that it will end up in the graveyard than the hand, resulting in a 1-mana ramp for 3 instead of 5. Due to the very color intensive spells of the deck, the amount of utility lands are limited. It is also not likely to affect delirium too much, as lands is the type to most frequently end up in the graveyard when milled.
Instant
Being defensive, instant speed removal is great as simply the threat of mana being left open for a removal spell is significant. Grasp of Darkness allows for early removal of the most difficult to deal with threats, and should often be castable turn 2 due to the very high focus on black mana in the deck. Other than that, the deck focuses on using Murder as unconditional creature removal.
Enchantment
Enchantments are less versatile for delirium, as they can be hard to put into the graveyard - Dead Weight notwithstanding. Like Dead Weight, many roles that enchantments can do other types do better. Still, the deck must have some enchantments, so 4 copies of
Oath of Liliana
are included. Of course, four copies makes more sense than less, as the legendary clause can be used to send the enchantment to the graveyard for delirium. Playing this into a planeswalker is naturally the ideal situation.
Sorcery
The deck contains two main sorceries. Sorceries often do things better than other types - or does things other types are just not able to. This goes for wrath effects and discard. The deck does not mainboard wraths, but it is very important to sideboard Languish in against aggressive decks.
For discard,
Whispers of Emrakul
can be a game changer. Forcing your opponent to discard four cards on turn four can be considered a win condition. Strictly better Hymn to Tourach is just too good to not include.
Traverse the Ulvenwald will often b used to fetch a Swamp - which is fine. However, when it allows you to fetch a
Mindwrack Demon
or Emrakul, the Promised End, it becomes a one mana tutor. It also allows for the absurd situation of fetching a Forest with Evolving Wilds, using Traverse the Ulvenwald to fetch a Swamp, and playing Hangarback Walker for 0 to obtain turn 2 delirium.
Planeswalkers
The deck contains two planeswalkers - the two mono-black planeswalkers currently in standard. Ob Nixilis Reignited is great for removal and card draw, and should need no further description.
Liliana, the Last Hope is different. The minus ability is great for delirium (and accidental Emrakul milling), and
Weakness
each turn into a game winning ult is not something to scuff at for a three mana planeswalker.
Creatures
Hangarback Walker is a creature that deserves a special mention here. Of course it is a great blocker in a defensive deck that works well in a deck with instant removal, but the real purpose is to provide artifact type in the graveyard. As it can be played for zero, this can result in playing surprise Emrakuls, or enabling delirium early.
Grim Flayer is insane - and insane enough to not include Languish in the mainbord. A 4/4 for two with trample and delirium upside is just what this deck wants. It is the main reason for the deck to splash green.
Mindwrack Demon
is fantastic. a 4/5 flyer for 4 that enables delirium makes this as great as it sounds. If the downside is ever hit, you've probably lost the game anyway.
Emrakul, the Promised End - wins game, and playable in delirium without ramp. Enough said.
Sideboard
Kalitas, Traitor of Ghet - Disables graveyard shenanigans.
Ruinous Path - Worthwhile against decks with a reliance on planeswalkers.
Languish - Game turner against aggressive decks.
Naturalize - Disables enchantment and eldrazi ramp shenanigans.
Pick the Brain
- Disables combo shenanigans and can destroy the opponent utterly.
Primal Druid - Against aggro and some midrange, this is absolutely great. A
Jaddi Offshoot
that ramps instead of providing lifegain is something that this deck wants when being defensive.