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Gain 11 Block.
Next turn,
gain [energy:1].
Delay is a strategic defensive tool used to mitigate damage while preparing for a high-impact turn by banking energy. It is most effective in decks that rely on expensive Summoning cards or X-cost finishers that require a large energy pool to reach maximum potential.
Invoke
Both cards focus on delayed gratification by sacrificing current turn resources for a massive follow-up. Combining them allows for a 2-Energy and 2-Summon burst on the subsequent turn, enabling high-cost finishers like Reanimate.
Dirge
Dirge is an X-cost card that scales linearly with available energy for both Summons and Soul generation. The extra energy provided by Delay directly increases the output of Dirge, accelerating both the Osty shield and the Soul engine.
Ice Cream
Since Delay provides energy on the next turn, Ice Cream ensures that any excess energy gained isn't wasted if you cannot spend it all immediately. This allows the Necrobinder to bank the refunded energy across multiple turns for a perfectly timed Doom execution.
Danse Macabre
Delay costs 2 Energy, which triggers the additional block gain from Danse Macabre upon play. This synergy helps mitigate the high initial cost of Delay by providing immediate defensive value while setting up the energy refund.
Banshee's Cry
Banshee's Cry is a high-impact card that often requires a large energy pool to play in the early stages of combat. The extra energy from Delay helps bridge the gap to afford this massive AOE damage before its cost has been significantly reduced by Ethereal cards.