I am unveiling a deck here that I have been working on for a little while now, and it is quite good. Black-Green Delirium has been proven to be great, but there are other decks that can take advantage of delirium synergies as well. White doesn't have that many cards that have delirium, but it does have some powerful ones. The core of the deck is the powerful green cards, but there is a twist. The black spot removal spells, Grim Flayer, and Liliana, the Last Hope have been replaced. Instead this deck aims to go bigger and ramp into some extremely powerful plays. Here is the decklist:

There are not that many white cards and they are all double white, but that's okay. Even with the Wastes the mana base is very solid. There has not really been a ramp deck that has done well in the current Standard format, and this is as close as you can get to a dedicated ramp deck right now. Hedron Archive helps push the deck over the top, and means that you will be able to cast your big spells before a deck like Black-Green Delirium. This deck doesn't have that many threats but it doesn't usually run out of plays, and can actually draw its whole deck a reasonable amount of the time. Each and every card definitely matters when it comes to the win conditions.

The match here against Black-Green Delirium was quite interesting and swingy. Game two we took handily, but game one was very back and forth. Early on we felt very advantaged, but couldn't find Emrakul, the Promised End or Traverse the Ulvenwald despite drawing a bunch of cards off clues, and then off Nissa, Vital Force once it went ultimate. Still, we were able to use our mana effectively and keep the opponent off casting their Emrakul, the Promised End for a while. The two copies of Quarantine Field went a long way towards controlling what the opponent was doing. After the opponent's Emrakul, the Promised End there were 11 cards left in our library, and it was clear we needed to draw specifically Descend upon the Sinful, and since we did we were in a great spot to close the game out.

Delirium mirror matches can be long and drawn-out affairs, which is part of the danger of playing the deck. It is nice to take a minute to think, but the lategame Emrakul, the Promised End battles can be pretty insane. Overall, from the green-white side I do feel favored in the matchup. World Breaker is another way to get ahead and stop the opponent from getting to Emrakul, the Promised End mana. The other two matchups we played were against strategies a bit less popular. The Blue-Red Dynavolt matchup felt all about us trying to land threats, and the Natural State out of the sideboard was great. Part of the vulnerability with relying on a single card like Dynavolt Tower is losing the key card of the deck to artifact removal, which is pretty popular right now.

Some matchups are about drawing enough gas, but then there are others which are about having the right answers. The Black-Red Aggro deck didn't have great draws and we were able to capitalize. Had our opponent curved out in game one we would have had a much tougher time. Post-board, though, we load up on removal to the point that it is hard for the aggro deck to gain much momentum before you can start unloading big threats. The aggressive matchups are where the Green-White Delirium needs the most help, so there are a number of sideboard slots dedicated to those matchups.

Thanks for reading,

Seth Manfield