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Sultai Delirium Reanimator Tokens (full analysis) (Frontier)

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I've made this deck before and I keep updating it as I see new angles to improve it. The deck has several strategies/synergies to help it power through the midgame.

Strategies/Synergies:

1) Reanimator- Scarab God and Liliana, Death's Majesty make sure that our creatures have a second life. Ramunap Excavator serves as reanimator for lands, which our graveyard will have plenty of.

2) Recursion- We are playing a ton of cards that get us cards back from the grave to our hand, making our graveyard essentially a second hand. It's great to have multiple safety nets in case The Scarab God is a casualty of milling yourself.

3) Tokens- there will be three kinds of tokens on our board. First are the 2/2 Zombies which we will see midgame just for doing what the deck is designed to do (a little side bonus). Second are the eternalize tokens created by The Scarab God. The third are Ishkanah's spiders.

4) Delirium- the deck benefits from having cards in the graveyard making it possible to play delirium cards without dedicating any slots to making it work. Just a real nice bonus.

5) Versatility- hardly any card serves just one purpose in this deck. The removal is essentially the only cards that do just one thing. Every other card exists to serve multiple purposes, making our draws almost never dead draws.

6) Mana Fixing- so many cards to fix the mana base throughout the game that playing 24 lands is never a problem for this midrange deck.

Individual Card Purposes (alphabetical, not counting lands):

a) Champion of Wits- gives us card filtering on turn three, while helping to turn on delirium and feeding late game reanimator. It itself is an amazing reanimator target or late game eternalize card. (Unfortunately does not work with Sidisi)

b) Despise- great at buying time or getting rid of a planeswalker (which the deck is weak against). If it grabs a creature we may have the chance to grab it later in the game.

c) Emrakul, the Promised End- She is nasty. The likely number to cast her will be 8, still pretty high however games will grind with this deck. It is not a bad thing to have her stashed in your graveyard. Even if her cast trigger does not go off when reanimated or she is only a 4/4, Emrakul is still a beast. Also, there are multiple ways to bring her back to hand from the grave late game or fetch her up with Traverse the Ulvenwald.

d) Fatal Push- between sac lands and tokens dying, Fatal Push is looking very strong. Mostly, we need to survive until midgame where this deck has the advantage against pretty much everything. Push is the best early game removal there is.

e) Field of Ruin- I will talk about the mana base separately, however Field of Ruin needs to be mentioned on its own. Amazing in this deck. On its own it allows you to mess with your opponents curve, remove a pesky nonbasic land, or just allow you to fix your own mana base. With Ramunap Excavator you can totally lock up your opponent. You basically sac Field of Ruin to destroy a land, then play it again from your graveyard. You can do that multiple turns, and some decks do not play that many basic lands. (Enables Fatal Push as a bonus.)

f) Grapple with the Past- Card draw, graveyard enabler, recursion, token generator and mana fixer all in one card and at instant speed.

g) Grasp of Darkness- dedicated two slots to removal that had to be able to deal with both Hazoret and Felidar Guardian at instant speed for 2 mana or less. Grasp fills the slot better than any other card for this purpose. It also kills most the other threats in the format.

h) Grim Flayer- this is a flex slot that could change moving forward as more cards get printed. Here, I was looking for two 2 mana creatures, with upside, that aided the graveyard theme. Its a decent fit, but still feels like it could be a little stronger. The fact that he has to deal damage, while having no evasion, makes him a dead card sometimes.

i) Hostage Taker- I wanted to dedicate two slots to a creature that doubled as removal. Hostage Taker is the best option in the colors for the mana cost. Getting to cast the creature is a big bonus. He also serves as one hell of a reanimator target.

j) Ishkanah, Graf Widow- so I need to stall midgame to stabilize before my midrange strategy starts reanimating and pumping out tokens. Ishkanah is the decks life preserver, throw her out there to clog up the board. A very good reanimator target in her own right.

k) Liliana Death's Majesty- the deck wants to create tokens, fill the graveyard, and reanimate juicy creatures. She does all that.

l) Liliana, the Last Hope- recursion for our creatures, gravefiller, and small fry removal or stall.

m) Mindwrack Demon- a flex slot. A flyer, that fills the grave, with a 4/5 body is a solid play in this deck. The downside should never be a factor with our graveyard being stogged.

n) Nissa, Vital Force- recursion for any permanent is really important. She is also a beast on her own as she makes our lands beatsticks. We do not have as much concern for our lands dying since we can get them back. Usually we do not talk about ultimate abilities, however hers happens fast, and is amazing if the deck gets humming and returning lands from the grave.

o) Noxious Gearhulk- serves a couple purposes. Great removal and reanimator target. Lifegain is key to help stabilize. Being an artifact is a bonus for delirium (while being a downside against Abrade decks, I feel the good outweighs the bad on that one).

p) Ramunap Excavator- a 2/3 for 3 is not anything to get excited about, however being able to play lands out of the graveyard is. Having this on board guarantees you stay on curve, and is fantastic with the sac lands. There is also the Field of Ruin tricks.

q) Satyr Wayfinder- great gravefiller that grabs a land, then chump blocks.

r) Sidisi, Brood Tyrant- gravefiller and token generator. Great reanimator target for the Scarab God.

s) The Scarab God- the decks prime reanimator. The deck supports the Scarab by making zombie tokens, has plenty of removal, keeps the grave full of our own creatures, and allows us to get him back if he gets dumped accidentally into the graveyard.

t) Traverse the Ulvenwald- the card was great in the old delirium deck and is just as good, if not better, in this deck. The mana fix on turn 1/2 is a great way to start off the game. The ability to tutor up Emrakul, Ishkanah, Noxious Gearhulk, or The Scarab God late in the game altering.

Sideboard:
No tricks or anything fancy, just straight forward answers for major problems. There are aggro and tempo answers with the creatures and Languish. Midrange and control answers with Essence Scatter, Transgress the Mind, Murderous Cut, Negate, Duress (depending on the deck). For combo and linear decks there is Lost Legacy or To the Slaughter.
Sideboard will adapt as the format changes or new/better answers are printed.

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