Paranoid Parish-Blade
Stapling delirium to a white beater is a small act of design provocation, because white is the color least built to satisfy it. The keyword rewards a graveyard stocked with four different card types, and white mills nothing, discards nothing, and cycles few noncreature permanents into the yard on its own. So the incentive here pulls a white deck toward valuing its own dead cards, an axis the color rarely cares about: it quietly asks for fetchlands, cheap artifacts, and early instants and sorceries spent to seed the yard before the bonus reliably comes online. When the condition is live, the body gains +1/+0 and first strike, which flips combat math in the right direction, punching through bigger blockers and winning trades it would otherwise lose. When the condition is not live, it is a serviceable curve-filler that simply attacks into open ground. The whole design lives in the gap between that floor and that ceiling, and in how much work a deck is willing to do to close it: a delirium payoff dressed as a plain aggressive creature, testing whether the deck around it earns the upgrade.
