Plenty 4 cmc land destruction, yes, but most are sorceries. Wrecking Ball and Volcanic Upheaval are, to my knowledge, the only instant speed land destruction cards
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Boom // Bust is straight red, on both sides. Boom costs {1}{R} to destroy one target land you control and one target land your opponent controls, this is where the fetch land trick I mentioned comes in. You target one of his lands and one of your fetch lands, then sacrifice your fetch land to its own ability in response to Boom and because the opponent's land is still a legal target, Boom will resolve and destroy it. Bust costs {5}{R} to destroy all lands.
It costs {3}{R} and only removes a land. It's still an instant though.
He could replace Wrecking Ball with Volcanic Upheaval to forgo the black required.
There's a fun little trick using the Boom half of Boom // Bust. Target one of your fetch lands and any non fetch land an opponent controls, then crack your fetch land before Boom resolves and only the opponent loses a land.
A friend has a WU deck based on Quest for the Holy Relic. In addition to Squadron Hawk, he runs Ornithoptor; Memnite; and Glint Hawk to get quest counters quickly.
My bad, I forgot Triton Tactics was an uncommon. There are at least 8 other cards that untap creatures, some of which are cantrips. Other than Freed From the Real, Cerulean Wisps is my preferred from what I found.
Have you thought about adding something like Triton Tactics or Freed From the Real to untap your defenders, allowing you to use their abilities more than once a turn?
Surgical isn't always good mainboard, that depends on the deck you're playing, but I personally think it's excellent, even if only as sideboard tech.
I've found that in practice that this deck doesn't like to give me much mana, though that's probably just my (bad) luck. So extort wouldn't help me much.
Pauper is commons only. In Pauper you can use an uncommon only if it was printed as a common at least once.
Small problem with Heartless Summoning, if my knowledge of the rules is correct, it'll kill Saffi Eriksdotter before you can use its ability. The 0 toughness should be checked as a state based thing, and nothing is faster than state based, not even Instants.
I'm not too good with control, so I can't say much about your choice of cards, but there is one thing I did notice: the number of lands. To my knowledge, control decks run 24-26 lands because they need a land drop just about every turn up to turn 5~ish to play their mass removal, etc reliabley.
Odric isn't doing anything here. You don't have anything that he can copy onto all your creatures. Also, you could benefit greatly from Confront the Unknown.
What's your thoughts on Militant Inquisitor? It gets +1/+0 for each equipment you control, they don't even have to be equipped to it.
Here's a few things I thought of when looking into Delirium recently:Sinister Concoction and Dead Weight - kill spells that put enchantments into the graveyard. Sinister Concoction can kill just about anything, but Dead Weight is cheaper to use overall. Noose Constrictor - better than Olivia's Dragoon, imo, as it actually gains from multiple cards discarded. Grapple with the Past - fills the graveyard and gives you a land and creature. Grim Flayer - optional graveyard filling and is a 4/4 trampler for 2 mana. Mournwillow - a soft "Creatures can't block this turn" effect on a 3/2 haster. Thraben Gargoyle - This is largely for discarding, but you can play it and block with it. Because it's an artifact creature, it adds two card types to Delirium. Soul Swallower - very, very nice Delirium creature. With built in trample, the three +1/+1 counters every upkeep become very dangerous for the opponent. Evolving Wilds - fetches the colour you need and puts a land in the graveyard for Delirium. Warped Landscape would work too, but Evolving Wilds is better.
I have a Swamp deck based around Korlash, Heir to Blackblade that runs some cards that may interest you, besides Korlash himself:Mutilate - better than Languish in a deck where swamps are the only lands in play. Lashwrithe - I've often used this to have a creature survive Mutilate.
How about more Elves that produce mana:> Heritage Druid allows you to tap three Elves to get {G}{G}{G}. You can even tap Elves that have Summoning sickness. Nettle Sentinel is often combo'd with Heritage Druid. > At level 5, Joraga Treespeaker let's all your Elves tap for {G}{G}.> Elvish Archdruid taps to add {G} for each Elf you control. It also gives your other Elves+1/+1.> Viridian Joiner taps to add an amount of {G} equal to its power.> Equip either Viridian Joiner or Elvish Archdruid with Umbral Mantle and you can get infinite {G}.Then there's the devotion route:Karametra's Acolyte and Nykthos, Shrine to Nyx both tap to add mana equal to your devotion to green (assuming you choose green for Nykthos). Untapping them should be easy; Karametra's Acolyte can be equipped with the aforementioned Umbral Mantle, and Voyaging Satyr can untap Nykthos.
Assault Formation effectively turns a, let's say, 2/5 into a 5/5. Now it doesn't actually change the power of the creature, so anything that cares about the power will check it's actual power. Only the damage it deals in combat is changed.
Two things. First, Allosaurus Rider alternative cost is quite costly, you're putting yourself down by two cards, and they're not even going to the graveyard. Yes, you get to combo into something huge, but I personally see the cost being too much. Secondly, and I have no idea how viable this is, I just had an idea on how to get Eldritch Evolution into the graveyard after it exiles itself: Pull from Eternity. Once it's back in the graveyard, all you need to do is use Snappy or Goblin Dark-Dwellers on it. This is just an idea to get more uses out of Eldritch Evolution.
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