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MAYBEmain:1 Hapatra, Vizier of Poisons3 Nethergoyf3-4 Faithless looting1 Kroxa, Titan of Death's Hunger1 Tourach, Dread Cantor2 Fable of the Mirror Breaker? Wildfire Wickerfolksideboard:1 Soulless Jaileranywhere:1 Phyrexian Revoker1 Eidolon of the Great Revel 1 Migloz, Maze Crusher
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NOTE: Set by owner when deck was made.
Couple bits of potential synergy problems I see in the build as is. Delirium is gunna be very hard to get, as Zenith shuffles itself back into the deck, so you're really only running 4 sorceries (for this purpose), which means you'll be struggling for that 4th type. You're have critters and lands covered, but only have 13 other playable cards (15 if you discard a Zenith (other than Fear itself as an enchantment hybrid)) to use to get 2 more types in the grave. This is mitigated a bit by Zenith being able to fetch Grist and the few discard effects you've got, but overall seems unreliable to me. Delirium is usually cheated into by running Urza's Saga and sackable artifacts, which gets you 3 types for 1 card, but that would require lots of retooling for the deck. What would really be nice is if Break Out milled instead of the way it's structured, but then it would be worth 50 bucks and probably banned, so it is what it is. Alternatively, you could run Malevolent Rumble, and trade off the mill/token for the deeper reach and tempo, but that's a matter of priorities I suppose.Second potential problem I see is the curve, which is pretty 2-drop heavy and very limited on acceleration. You can Zenith into Arbor turn 1 of course, but other than that, this deck will be playing behind most games without a turn 1 play, and most of your turn 1 plays are reactionary against critters. This is usually solved by running some mana dorks like Ignoble Hierarch that up your chances of a turn 1 accelerated play that's going to let you hit the ground ahead on turn 2, or 1-drop discard outlets like Thoughtseize or Inquisition of Kozilek, both of which deny opponent the turn 1/2 play they want to make to get their deck going. Obviously you're ok with a turn 1 Ragavan or fetch into surveil land, but the format's pretty god damn fast from what I'm seeing, and I don't think the curve as is will work out overall against decks that can go nuclear turn 3.I'd personally cut 2 Dreadknights (1 copy is an engine by itself, and you'd rather Zenith into it than take the time early to play it as a sorcery) , a Fiend Artisan (useless early on, perfect Zenith target for mid/late game), and Unholy Heat (conditionally great, but less good as single spot removal in a format that can get around spot removal) for 4 copies of Thoughtseize, but that's me. That brings the 'I wanna drop this turn 1 for advantage' count to 10 cards (4 Thoughtseize, 4 Ragavan, 2 Zenith), which (in theory) will help the speed a lot.Just the stuff that leapt out at me, not trying to throw shade at the build or anything.
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Hi, THX for the feedback. I slightly changed the decklist. Getting Delirium is still an issue. (I tested the new list in yesterday's tournament and I mostly won the game without delirium.) I added artifact creatures and sorceries but it is not enough. Maybe 4th FOMO could help.I am not sure I want 4 Sagas. I prefer to be as fast as possible - that is speeded up by Break Out and at least 22 creatures. Sagas with artifacts slow me down. Wildfire Wickerfolk won me a few games thanks to the speed.
I'd agree, I don't think this build wants/needs Saga. I love the addition of Wickerfolk, that fits perfectly. Turn 2 damage clock that double dips on delirium and is fetchable with Zenith, very nice.I also love seeing Chthonian Nightmare in here. In my opinion, it's tied for the most fascinating card to have come out in years (along with High Noon), and you could do some cool tricks in here with it, especially if you've got Grist up and running. I've been experimenting with it myself, and I love what it does and how it does it. Nothing but potential.As for the delirium problem, the only other viable solution I'm seeing is to either throw in some mill-billies like Stitcher's Supplier (BEST friends with C Nightmare, as it happens), or bight the bullet and throw in some cheap artifacts that hit the grave quickly and easily. Nihil Spellbomb never hurt anyone to have a copy mainboarded, and Pyrite Spellbomb isn't too bad.But maybe the deck can get away with delirium as a red herring/backup plan, as it seems pretty quick and synergistic as it is. If opponent sees the delirium mechanic, he might side in against it and really only hurt your Goyfs and the Nightmare. I'm not 100% on this, but it's a thought.