wink wrote: I have so much trouble getting delirium to work that I'm pretty much ignoring that portion of the card text whenever I see it. The trigger is so transient that it is impossible to plan around it. Examples: 1) Deathcap Cultivator: I'll watch the flicker of the deathtouch icon show up as I make a match, but then watch it disappear as a new green gem slides in to replace the one that was matched away. 2) Descend upon the Sinful: I have yet to summon any angels with this card. No matter how few white gems there are on screen when I make a match, enough new white gems come onto the board to replace the ones matched so that I always end up with more than 5 white gems after the match so the delirium effect never triggers. I have even gotten to the point of using multiple cards that change gems to non-primary colors in an effort to make it useful, but even then it is still so unreliable as to be useless. Do other people have this problem? Is this just a useless mechanic? If it's not, how do you make it useful?
Plastic wrote: Considering spells can currently work based on whether or not we have supports, creatures or other spells in the graveyard, why couldn't PQ delirium be based on that the way paper is? Delirium cards could/should light up their border to show that delirium is active once certain cards are in the graveyard. Or make the current delirium effects based on missing gems last until end of turn if a player triggered it that turn. Between the difficulties of using delirium and the devoid/colorless nonsense, it makes it feel like these mechanics are just quirks that aren't intended to impact any strategy. Is this what we're to expect each set?
HunMike wrote: While i agree with the title, the given example i find a little odd. 12 mana for a mass removal is good, a decent mythic nonetheless. Its delirium effect is just the icing on the cake. I have it as a backup if the ai grew on me and it works just fine even without the angels.
Buret0 wrote: The problem is the constantly changing board. Delirium would work much better if the condition was "if at any time during the turn, condition for delirium is met, activate delirium bonus (cannot activate multiple times in a single turn". The problem is that most of the time you don't have any control over the board at the time the condition is to be checked. For those abilities like give the spirit flying or the paranoid parish blade first strike, if the condition arose once, it should remain active until the end of the turn, not for as long as the condition exists. The same would go for the spells. If you start the turn in delirium condition, an icon on the card could light up. If, by the time you go to cast the spell after moving some tiles, the condition is no longer met, the icon should remain illuminated for the casting of the spell. I don't know if the coding would be more difficult, but at least each card wouldn't constantly be having to check the board state, once the board state existed at some point during the turn, the card would no longer need to keep checking the board state.