Angel of Deliverance
The delirium payoff lands on the right side of the equation. Most graveyard-state rewards key off a spell you cast or a single attacker connecting once: one trigger, one window. This one fires on every instance of damage the Angel deals, combat or otherwise, and the reward is exile rather than mere death, stripping the creature from existence with no recursion left behind. Stick the body, hold four card types in the bin, and each connection removes a blocker or a threat; the effect compounds with every swing it survives. That puts an unusual amount of pressure on the delirium clause itself, which is the cost the eight-mana flier pays for an effect white rarely gets to keep stapling. White is built to exile, not to grind a graveyard, so the design leans on the surrounding deck to feed the yard with enough variety (instants, sorceries, artifacts, enchantments, lands, the works) before the Angel earns its keep. Until delirium comes online it is a 6/6 with flying and a dormant trigger, a top-of-curve beater that hits for six and does nothing extra, and an opponent who answers it before it connects gives up nothing. The tension sits squarely between the rate and the condition: a finisher that demands you assemble a graveyard most white shells were never trying to build, in exchange for repeatable, unconditional exile that snowballs the longer it lives.



