One of the funniest decks that ever appeared on these Forums (for me at least) was Pitch World . Pitch world was designed to just pitch random cards with the help five-color cards and then win with multiple Blazing Shoal Beats. That was a long time ago in 2011 at the latest. Since then we've had many more pitch cards printed and some of them are great. The best pitch cards are actually only in three colors - Blue, Black and Green. Looking at only these three colors I feel like it is possible to design a Pitch deck that doesn't need to use Blazing Shoal (and can run lands). Since the deck will be running so many Pitch cards which are instants and sorceries, I feel like it is best fit for a Delver Deck. While the blue spell requirement for pitching fills up pretty easily, the remaining green and black pitch requirement is harder to grasp - luckily there are a couple great and cheap black and green spells that could be pitched for the black and green cards and be useful on their own.

Here is the first draft of Pitch Delver


4 Delver of Secrets
4 Putrid Leech
4 Hexdrinker

4 Force of Will
4 Brainstorm
4 Daze
4 Force of Negation
4 Abrupt Decay
4 Assassin's Trophy
4 Unmask
2 Force of Despair
2 Force of Vigor

16 Lands


The Pitch Cards are all pretty explanatory, the real question is whether you need so much of them. From quick play testing, the Unmask and Blue forces are great against combo, and the Black Force works like a great kill spell to round out the Decay/Trophy. Green Force is awkward in the MD, but when it's used its scary effective.

So building blocks moving forward:

  • Hex Drinker is a decent card, but one may be tempted to use Nimble Mongoose or Goyf instead - however, since this deck is pitching so many cards it doesn't really fill up the graveyard enough for Mongoose or Gofy to be great.
  • We are playing a ridiculous amount of pitch cards, and like Pitch World before us the main issue is CA. Most of what we run is a 2 for 1 and this deck is desperate for some type of Card Advantage (not necessarily Card Quality like the rest of the cantrip suite). Cards like BOB are ineffective since our average CMC is so high. Not sure how to address this.
  • Fine Tuning - this is a general concept in that I am not sure the deck needs to run 4 of Force of Negation and 4 Daze, or even 4 Hex Drinker - or 4 Trophy and 4 Decay, or can't get away with running 15 lands, etc. The current list is a rough draft and I'm sure cards can be cut down to three of's or 2 of's and make room for other cards.
  • Another issue that this deck has had in quick testing is zerg rush decks - it has plenty of spot removal and Force of Despair is great at battling against decks like elves and empty the warren type decks that dump a huge amount of stuff on the same turn, but it struggles against decks that generate threat after threat turn after turn.

Hope this is a fun idea that we can explore together