Backwoods Survivalists
The 4/3 body for four mana is the tell: this is a green common built to reward a stocked graveyard rather than an emptied hand. Without delirium it is a fragile beater, generous on rate but easy to gang-block; satisfy the condition and it becomes a 5/4 trampler that stops trading down and shrugs off chump blockers. The whole design lives in that one threshold. Green wants to attack, and trample is the keyword that punishes the small blockers an aggressive board tends to face, so the payoff lands exactly where the color already wants to go. Delirium asks the deckbuilder to diversify the graveyard rather than stack it: a creature, an instant, a sorcery, and an enchantment or artifact gets there faster than ten dead creatures ever will, which nudges play toward self-mill and the kind of cheap noncreature spells a green shell does not normally bother with. The card doubles as a teaching tool, the common that forces a player to learn what counts as a card type and why one land plus one creature is not enough. Note what the boost is not: delirium is a single binary condition, so this is a body that reads as 4/3 or 5/4 with nothing in between, and it is a live, continuous check rather than a permanent upgrade. If exile, an opponent's graveyard hate, or your own recursion drops you back below four types, the trample and the extra point vanish until you rebuild the count.

