Hello everyone. I’ve been playing mono-white death and taxes in modern for about 3 weeks now and have been really enjoying it. I’ve noticed that there’s not a ton of video content on the mono-white version and the BW Eldrazi version seems more popular. So I decided to make some videos of my games with commentary about my thought processes and moves.
I am still new to the deck and I am sure my plays or sideboarding choices can be suboptimal. That’s why I’d love some feedback! Feel free to watch and critique my game play. If there is a demand for this I might do some more when I have spare time. Thanks for watching.
@2imu
When I say that the Jund MU is bad I'm referring to my UW list. Depending on your list you can have a quite decent BGx matchup. But this is one of the main reasons I abandoned some of the before mentioned cards - to have a better matchup against BGx in general and especially G1.
I have not tried ojuai. I don't know if I want to run a 5 drop. Do you play him?
But out of the board I usually bring in 3 Rip, 2 Elspeth, 1 Celestial Purge, 1-2 Detention Sphere. That should be alright I think.
Those are all pretty good choices, especially the Elspeth. Although on that point, my friends and I debate a lot about whether to run Elspeth or Gideon (or a 1/1 split). I still don't have a great answer for this. Although in UW you already have a decent number of flyers so maybe Gideon is generally better?
In terms of Ojutai, no I've never played with him, because I haven't gotten around to working on a UW build. (In my opinion, UW is the most open-ended and it's not clear to me how to go about it yet. I have been working a lot on a RW build, with which I've had decent success with on MTGO, I'm about 20-10 in matches right now.)
But the reason I suggest Ojutai was because I was facing similar decisions in my RW builds. Looking at a lot of lists that have had success, typical sideboard choices commonly include 1~2 Gideon (which are always there to find the grindy matchups like Abzan/Jund/UWR, etc), or Reality Smashers in E&T (much less common now). But if those are people's better choices for those matchups, then playing other colour combinations should in principal open you up to very powerful midrange options, especially since most games against Jund/Abzan tend to go pretty long anyway. So along that line of thinking, Ojutai has hexproof, until you're ready to attack with it, it flies, and it can generate a lot of card advantage. So it was just a thought haha. As a very farfetched though, if you were able to give Ojutai vigilance.. oh boy.
*edit*
Playing Ojutai and then holding up Restoration Angel next turn seems sick.
I mostly play mono-white these days and I find that I'd rather have two copies of Thalia, Heretic Cathar than Aven Mindcensor more often than not. It's a body that's more capable of trading favorably in combat, and offers a roughly equally disruptive affect for the same W2 cost. More first strikers that can stack for blocks with Blade Splicer golems, or Thalia, Guardian of Thraben is a nice bonus too. Eiganjo Castle being able to save THC from a Lightning Bolt as well is a nice fringe bonus too.
I'd only play Thalia 2.0 in GW variants off of Hierarch. This is due to her godawfull weakness vs Bolt. Yes almost everything in our deck dies to Bolt and target saturation is a thing, but I'd like my threedrop to do something before it's Bolted. Mindcensor's flash allows him to 'get' opponents.
If there was another W2 drop not named Blade Splicer that resisted Lightning Bolt or other targeted removal, I'd certainly look at running it. I just would rather have THC against the field. Mindcensor's ability to "get" opponents with Flash is narrow enough that I'd rather run it in the board. I also find that often enough opponents find fetchable lands in the top four, so you're really looking to hose non-fetchland searches, and not every deck does that.
I'm also not sure if THC belongs in a G/W list. There's so much competition in the 2-3 CMC slots in that list, and every other 3 drop comes down just as fast as she could.
Just wondering... with all the land hate at our disposal, and the new Thalia, Heretic Cathar, do you think it would be viable to try Hokori, Dust Drinker in a mono W or BW shell? Four mana is not what we want, but may be worth it for his ability since we can vial?
@2imu
There was a discussion about Elspeth vs Gideon some pages ago.
Ojutaj could be good but I think there are also powerful 4 drop options available. I don't think it's necessary to play a 5 drop. Smasher profits from Eldrazi Temple so it doesn't really count as a 5 drop. (At this point even Batterskull could be good)
@2imu
There was a discussion about Elspeth vs Gideon some pages ago.
Ojutaj could be good but I think there are also powerful 4 drop options available. I don't think it's necessary to play a 5 drop. Smasher profits from Eldrazi Temple so it doesn't really count as a 5 drop. (At this point even Batterskull could be good)
Yeah, all fair points. And I'm not saying that playing a 5-drop is *necessarily* what you want to be doing, but if you do feel like Jund/Abzan is a matchup you need to tune against, in theory, Ojutai's upsides go a long way (in a way that Batterskull does not haha).
Is flagstones, horizon canopy, and Eiganjo Castle worth getting?
I also play mono white due to having fun with it.
I have rarely had Eiganjo's ability come up.
Flagstones is run just in case you end up needing WW and you have a Ghost Quarter and no search hate in play - a rare occurrence. No one cares about blowing it up because it self replaces.
Horizon Canopy is the real deal. I run two copies in every mono-white list I play in modern. I run two Sea Gate Wreckage most of the time as well, and the cards are different and not mutually exclusive. If I had to pick between them, I'd take Canopy every time though.
I am thinking about testing out no reflector mages and adding 1 Mirran Crusader, 1 Geist of Saint Traft, and 1 extra Flickerwisp to the main. I also am contemplating removing 1 Celestial Colonnade and adding a Tectonic Edge.
What match ups is it good to side out Vial for? I know Merfolk sometimes sides out Vials for certain match ups. What about this deck? Trying to learn to sideboard better.
@Tucker_Fleabane
Thanks for sharing! Interesting list (quite different from mine). I'm looking forward to hearing how those changes are for you.
@DysposableHero
Generally I don't side vial out. If you do it would be against BGx where it is a really bad topdeck. It is good vs. Liliana though. But you can take out one or two copies to reduce the risk of drawing multiples.
First time posting here but I have been following this thread for a while.
I would like to give this RW version a try to show those greedy tier 1 manabases some love.
The intention is simple, trying to maximise on early land destruction as I do not find myself sufficiently being able to get GQ and Arbiter together. Afterwards land Magus and beat with fliers. SSG enables some strong turn 1&2 plays and Boom maintaining priority sac GQ combined with Arbiter is hilarious.
I am aware, D&T without Thalia 1.0 is a big no-no but I am hesitant to removing Resto as I need something to push damage through. Maybe -2 Selfless, -1 Resto, +3 Thalia?
I just threw some stuff into the SB, might need some help there as well.
First time posting here but I have been following this thread for a while.
I would like to give this RW version a try to show those greedy tier 1 manabases some love.
The intention is simple, trying to maximise on early land destruction as I do not find myself sufficiently being able to get GQ and Arbiter together. Afterwards land Magus and beat with fliers. SSG enables some strong turn 1&2 plays and Boom maintaining priority sac GQ combined with Arbiter is hilarious.
I am aware, D&T without Thalia 1.0 is a big no-no but I am hesitant to removing Resto as I need something to push damage through. Maybe -2 Selfless, -1 Resto, +3 Thalia?
I just threw some stuff into the SB, might need some help there as well.
Thanks in advance!
Boom//Bust has been discussed ocassionally over the life of the three different DnT threads, but it is now in a stronger position due to the printing of the W/R fast land. Your inclusion of Flagstaff is correct, but i feel you could benefot greatly from a set of Arid Mesas to give you twelve lands to sac for value. I also feel SSG makes Thalia, Hertic Cathar a strong threat that can be dropped turn two, the optimal turn to drop her. This will allow you to hit opposing fetchlands that come into play tapped. Your post has inspired me to go back and take a look at a potential W/R build, the only variant I have yet to play.
went 4-0 this week to redeem my 0-4 from last week. Played Craig W's list but with a reality smasher in the side instead of Gideon because I couldn't find one in time.
Also played the same person who was in the 0-3 bracket with me last week so that was fun.
Your list looks interesting! I've tried lists like this. My general opinion is that this sort of concept really polarizes into a deck that could very well shut down the opponent (especially certain decks) early on and wins the game outright, but lacks the power to follow through the midgame if things go wrong. Overall, I imagine the deck has certain matchups which it crushes, but is much less flexible at dealing with a wider metagame than other D&T builds. That being said, allow me to make some critical comments ^^.
In particular, although Magus of the Moon has a massive surprise factor, unless Vial'ed in, it can be responded to with removal (opponent floats mana), and can be played around by the opponent after seeing it. I'm not a huge fan of Thalia, Heretic Cathar, but that's just intuition rather than experience talking. Furthermore, making room for Boom//Bust, Simian Spirit Guide and Magus of the Moon forces you to cut out cards like Blade Splicer - in which case.. why play with Flickerwisp and Restoration at all? (Aside from the occasional Flickering of their land at EOT or flickering your land in response to Boom, but still haha).
- - -
But while we're on the topic of RW, I've been pretty intensely working on RW D&T on my own. I've tried a bunch of concepts and ideas, including RW E&T builds, but have finally come to a list I'm sort of content with. I've written some blog posts about it (including previous iterations you can check out to see ideas) explaining the deck, concepts and matchups - you can find it here: RW Death & Taxes v4.
A few of the card choices vary from versions I've played, and differ between my MTGO list and paper list (Mutavaults vs Tectonic Edge, Ajani Vengeant vs Hero of Bladehold), but as of right now, the list is fairly stock.
Some key things are include: 4 Path, 4 Bolt, 2 Blessed Alliance in the 75 allows you to play a heavy control role in the first few turns of certain matchups that are otherwise worse for D&T. You can basically play Aether Vial and draw-go while holding up removal, which lets you transition into the midgame much more easily. P&K Nalaar is a *lot* of value, and the higher number of value-generating creatures in the deck pushes the midrange matchups in your favour. Alesha is cute, but works surprisingly well - particularly with Selfless Spirit as a sort of soft-lock. I also think that any 2-colour combination of D&T that's not GW should be playing Eldrazi Displacer - you need the painlands so you might as well, and Displacer/Flickerwisp is so incredibly powerful.
So far, I'm 24-11 in matches with it on MTGO (I've played in 3 competitive leagues, going 3-2, 3-2 and 4-1). I'm still learning the deck, but it has surprisingly outperformed my expectations. Notably, I'm 7-0 against Dredge.
Hope you guys can give it a read. Thoughts and comments all welcome!
Hello everyone. I’ve been playing mono-white death and taxes in modern for about 3 weeks now and have been really enjoying it. I’ve noticed that there’s not a ton of video content on the mono-white version and the BW Eldrazi version seems more popular. So I decided to make some videos of my games with commentary about my thought processes and moves.
I am still new to the deck and I am sure my plays or sideboarding choices can be suboptimal. That’s why I’d love some feedback! Feel free to watch and critique my game play. If there is a demand for this I might do some more when I have spare time. Thanks for watching.
This is my latest version of the deck minus the sideboard. So far it has been incredibly consistent as it's based around simple concepts and maximising them.
I'm loving this list. The consistency is something I really appreciate. I've long played with eight full land destruction spells, and I really appreciate the Judge's Familiars - although right now I'm rocking 3 Kytheons.
How has your testing been? What MU's are strengthened by this list - I imagine Bant Eldrazi, Merfolk, Elves - and which ones are weakened (maybe Tron? Some Control variants)?
Have you considered splitting the Aven Mindcensors's with 2x Vryn Wingmares? Same body, but work towards the taxing approach. And is the full 4 Magus of the Moats necessary? Doesn't it suck to draw more than two of them? Sure, they are juicy bolt targets - but what isn't? How many games do you die because you drew three Magi?
Anyhow, sweet brew - I love the simplicity and consistency this list offers. It's the sort of streamlined approach that I think Mono-White DnT can provide.
The way I see Kytheon is that he's a beat more but not generally a disrupt more card. Kytheon fits aggressive lists well but you also run the risk of drawing into multiples with the legend rule. Having played Merfolk I really enjoy the Cursecatcher + Vial effect which Judge's Familiar gives you. Thalia makes that effect doubly painful. I'm also a believer in running 1 drops in-case you don't have AEther vial in your opening hand or so that you can play something off a vial on 1 charge.
So far Tron hates this deck, as does Grixis Control, the reason being is blocking searches and locking them out of certain colours of land. In the case of any true Control style deck just keeping them off of 4 mana so they cannot Sweep/Cryptic or use Snapcaster properly it really hurts. Almost the entire meta runs fetchlands, even Control decks like Grixis run them. If you can play early search blockers and screw them with land-hate it gets difficult. Tron cannot really deal with the level of land-destruction and even just things like the Thalia tax make life hard. I find the deck's biggest weakness is simply lack of draw power, cycling or card fixing, some games you just get unlucky, I haven't really found too much in the way of problem matchups.
I've used Wingmare before and while I like Thalia, I like Leonin Arbiter more. Honestly the thing that makes this deck, this deck, is land-hate. It's not just using Path for free or Ghost Quarter for free, it's the fact almost every deck runs fetchlands. Blocking searches naturally just nerfs Modern as a format full of 3 colour decks. Search hate is really a meta call, especially with how common certain cards like Chord of Calling are. By running 8 search hate cards you're pretty much guaranteed to see at least one as well.
There aren't many decks that are happy drawing 3 of any 4 drop. That's just bad luck, honestly. I don't mind having 2 of them though as if one of them sticks it can often lock a deck out completely and after dealing with search blockers, Thalia etc. they may not have spot removal left to kill a second Magus. The logic behind running 4 is that in many matches it's a card that I absolutely want to see as it stops them winning, it really hurts decks like Eldrazi, Merfolk and even Affinity as you can trade favourably with Vault Skirge due to the number of flyers the deck has. By running 4 you increase your chances of seeing at least one.
Furthermore, making room for Boom//Bust, Simian Spirit Guide and Magus of the Moon forces you to cut out cards like Blade Splicer - in which case.. why play with Flickerwisp and Restoration at all? (Aside from the occasional Flickering of their land at EOT or flickering your land in response to Boom, but still haha).
Just like to say for the newer people here, Flickerwisps main role is NOT just to flicker Blade Splicer, its the corner stone for the deck, taking away their blockers, keeping removal at bay, destroying tokens, resetting counters on a permanent, getting something/anything exiled for a turn is fantastic, lets not forget how you can just remove ANY permanent, its great so don't get locked into thinking its just there to try to get value from a splicer.
I know I harp on about it too but Splicer it's actually not bad for the current meta right now, however I still think there's better options if you aren't monowhite.
THIS MEN SPEAK WITH THE TRUE! If you only play Flickerwisp for a 3/3 extra golem or occasional flickering of their land to EOT... then you are undervalue the card power. Flickerwisp its an incredibly swiss knife, he can give you time flickering an atacker, give you time flickering a land, remove some awfull permanents (hello ensnaring bridge my old friend...), prevent an Emrakul atack (poor nahiri), remove a blocker, put a clock (3 damage with evasion is GREAT), save one of your important cards, etc etc etc. The card is amazing, a key part in any mono W build an a strong weapon for other builds.
Sorry for my english.
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Modern: Jeskai control / Jeskai Geist
Death and taxes / UW control
Furthermore, making room for Boom//Bust, Simian Spirit Guide and Magus of the Moon forces you to cut out cards like Blade Splicer - in which case.. why play with Flickerwisp and Restoration at all? (Aside from the occasional Flickering of their land at EOT or flickering your land in response to Boom, but still haha).
Just like to say for the newer people here, Flickerwisps main role is NOT just to flicker Blade Splicer, its the corner stone for the deck, taking away their blockers, keeping removal at bay, destroying tokens, resetting counters on a permanent, getting something/anything exiled for a turn is fantastic, lets not forget how you can just remove ANY permanent, its great so don't get locked into thinking its just there to try to get value from a splicer.
I know I harp on about it too but Splicer it's actually not bad for the current meta right now, however I still think there's better options if you aren't monowhite.
Yes, good point, I'm glad you did point this out for the newer people. I do know first hand very well how incredibly powerful Flickerwisp is (particularly in conjunection with Vial, Displacer or Restoration Angel) in all sorts of situations. Here I think my main point is that this sort of RW list doesn't make the most of what D&T has to offer, since even despite all the things Flickerwisp can do, the rest of the deck needs to be able to leverage it.
The main use I find for Flickerwisp is vialing it in during their draw step to deny them a land until their end step. It really hurts the tempo of most decks
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I am still new to the deck and I am sure my plays or sideboarding choices can be suboptimal. That’s why I’d love some feedback! Feel free to watch and critique my game play. If there is a demand for this I might do some more when I have spare time. Thanks for watching.
Here's the playlist:
https://www.youtube.com/watch?v=DMsZN0xZjVk&list=PL2L6lXqaUZXLs7NQ1Khn_tv2VWplIyiVM
Those are all pretty good choices, especially the Elspeth. Although on that point, my friends and I debate a lot about whether to run Elspeth or Gideon (or a 1/1 split). I still don't have a great answer for this. Although in UW you already have a decent number of flyers so maybe Gideon is generally better?
In terms of Ojutai, no I've never played with him, because I haven't gotten around to working on a UW build. (In my opinion, UW is the most open-ended and it's not clear to me how to go about it yet. I have been working a lot on a RW build, with which I've had decent success with on MTGO, I'm about 20-10 in matches right now.)
But the reason I suggest Ojutai was because I was facing similar decisions in my RW builds. Looking at a lot of lists that have had success, typical sideboard choices commonly include 1~2 Gideon (which are always there to find the grindy matchups like Abzan/Jund/UWR, etc), or Reality Smashers in E&T (much less common now). But if those are people's better choices for those matchups, then playing other colour combinations should in principal open you up to very powerful midrange options, especially since most games against Jund/Abzan tend to go pretty long anyway. So along that line of thinking, Ojutai has hexproof, until you're ready to attack with it, it flies, and it can generate a lot of card advantage. So it was just a thought haha. As a very farfetched though, if you were able to give Ojutai vigilance.. oh boy.
*edit*
Playing Ojutai and then holding up Restoration Angel next turn seems sick.
If there was another W2 drop not named Blade Splicer that resisted Lightning Bolt or other targeted removal, I'd certainly look at running it. I just would rather have THC against the field. Mindcensor's ability to "get" opponents with Flash is narrow enough that I'd rather run it in the board. I also find that often enough opponents find fetchable lands in the top four, so you're really looking to hose non-fetchland searches, and not every deck does that.
I'm also not sure if THC belongs in a G/W list. There's so much competition in the 2-3 CMC slots in that list, and every other 3 drop comes down just as fast as she could.
There was a discussion about Elspeth vs Gideon some pages ago.
Ojutaj could be good but I think there are also powerful 4 drop options available. I don't think it's necessary to play a 5 drop. Smasher profits from Eldrazi Temple so it doesn't really count as a 5 drop. (At this point even Batterskull could be good)
Yeah, all fair points. And I'm not saying that playing a 5-drop is *necessarily* what you want to be doing, but if you do feel like Jund/Abzan is a matchup you need to tune against, in theory, Ojutai's upsides go a long way (in a way that Batterskull does not haha).
I have rarely had Eiganjo's ability come up.
Flagstones is run just in case you end up needing WW and you have a Ghost Quarter and no search hate in play - a rare occurrence. No one cares about blowing it up because it self replaces.
Horizon Canopy is the real deal. I run two copies in every mono-white list I play in modern. I run two Sea Gate Wreckage most of the time as well, and the cards are different and not mutually exclusive. If I had to pick between them, I'd take Canopy every time though.
Sure first time posting my list so there is more then likely formatting errors.
3 Plains
2 Island
2 Celestial Colonnade
4 Hallowed Fountain
4 Seacrome Coast
3 Flooded Strand
4 Ghost Quarter
1 Moorland Haunt
Creature
3 Mausoleum Wanderer
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
2 Spellskite
3 Selfless Spirit
2 Serra Avenger
3 Flickerwisp
3 Reflector Mage
4 Spell Queller
1 Geist of Saint Traft
2 Thalia, Heretic Cathar
4 Aether Vial
Spells
4 Path to Exile
3 Kitchen Finks
2 Kataki, War's Mage
2 Ghostly Prison
2 Surgical Extraction
1 Stony Silence
2 Blessed Alliance
2 Rest in Peace
1 Mirran Crusader
I am thinking about testing out no reflector mages and adding 1 Mirran Crusader, 1 Geist of Saint Traft, and 1 extra Flickerwisp to the main. I also am contemplating removing 1 Celestial Colonnade and adding a Tectonic Edge.
WB Eldrazi and Taxes BW
Thanks for sharing! Interesting list (quite different from mine). I'm looking forward to hearing how those changes are for you.
@DysposableHero
Generally I don't side vial out. If you do it would be against BGx where it is a really bad topdeck. It is good vs. Liliana though. But you can take out one or two copies to reduce the risk of drawing multiples.
First time posting here but I have been following this thread for a while.
I would like to give this RW version a try to show those greedy tier 1 manabases some love.
Please tell me what you think!
4 Flagstones of Trokair
4 Ghost Quarter
4 Inspiring Vantage
7 Plains
4 Sacred Foundry
Artifact (4)
4 Aether Vial
Instant (4)
4 Path to Exile
4 Boom // Bust
Creature (25)
4 Flickerwisp
4 Leonin Arbiter
3 Magus of the Moon
3 Restoration Angel
4 Selfless Spirit
4 Simian Spirit Guide
3 Thalia, Heretic Cathar
2 Blessed Alliance
1 Boil
2 Engineered Explosives
2 Ghostly Prison
3 Rest in Peace
2 Spellskite
2 Stony Silence
1 Wear // Tear
The intention is simple, trying to maximise on early land destruction as I do not find myself sufficiently being able to get GQ and Arbiter together. Afterwards land Magus and beat with fliers. SSG enables some strong turn 1&2 plays and Boom maintaining priority sac GQ combined with Arbiter is hilarious.
I am aware, D&T without Thalia 1.0 is a big no-no but I am hesitant to removing Resto as I need something to push damage through. Maybe -2 Selfless, -1 Resto, +3 Thalia?
I just threw some stuff into the SB, might need some help there as well.
Thanks in advance!
Legacy: Death&Taxes (almost there)
EDH: Squee, Goblin Nabob / Phelddagrif
Boom//Bust has been discussed ocassionally over the life of the three different DnT threads, but it is now in a stronger position due to the printing of the W/R fast land. Your inclusion of Flagstaff is correct, but i feel you could benefot greatly from a set of Arid Mesas to give you twelve lands to sac for value. I also feel SSG makes Thalia, Hertic Cathar a strong threat that can be dropped turn two, the optimal turn to drop her. This will allow you to hit opposing fetchlands that come into play tapped. Your post has inspired me to go back and take a look at a potential W/R build, the only variant I have yet to play.
Also played the same person who was in the 0-3 bracket with me last week so that was fun.
Your list looks interesting! I've tried lists like this. My general opinion is that this sort of concept really polarizes into a deck that could very well shut down the opponent (especially certain decks) early on and wins the game outright, but lacks the power to follow through the midgame if things go wrong. Overall, I imagine the deck has certain matchups which it crushes, but is much less flexible at dealing with a wider metagame than other D&T builds. That being said, allow me to make some critical comments ^^.
In particular, although Magus of the Moon has a massive surprise factor, unless Vial'ed in, it can be responded to with removal (opponent floats mana), and can be played around by the opponent after seeing it. I'm not a huge fan of Thalia, Heretic Cathar, but that's just intuition rather than experience talking. Furthermore, making room for Boom//Bust, Simian Spirit Guide and Magus of the Moon forces you to cut out cards like Blade Splicer - in which case.. why play with Flickerwisp and Restoration at all? (Aside from the occasional Flickering of their land at EOT or flickering your land in response to Boom, but still haha).
- - -
But while we're on the topic of RW, I've been pretty intensely working on RW D&T on my own. I've tried a bunch of concepts and ideas, including RW E&T builds, but have finally come to a list I'm sort of content with. I've written some blog posts about it (including previous iterations you can check out to see ideas) explaining the deck, concepts and matchups - you can find it here: RW Death & Taxes v4.
I'll post the list here:
4 Sacred Foundry
4 Inspiring Vantage
4 Battlefield Forge
4 Ghost Quarter
2 Tectonic Edge
1 Slayers' Stronghold
2 Plains
1 Mountain
1 Eiganjo Castle
Spells (10)
4 Aether Vial
4 Path to Exile
2 Lightning Bolt
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
3 Selfless Spirit
4 Flickerwisp
3 Eldrazi Displacer
3 Blade Splicer
2 Alesha, Who Smiles at Death
2 Restoration Angel
2 Pia & Kiran Nalaar
1 Hero of Bladehold
2 Blessed Alliance
2 Lightning Bolt
1 Celestial Purge
1 Wear // Tear
1 Fulminator Mage
1 Spellskite
2 Kitchen Finks
3 Rest in Peace
2 Stony Silence
A few of the card choices vary from versions I've played, and differ between my MTGO list and paper list (Mutavaults vs Tectonic Edge, Ajani Vengeant vs Hero of Bladehold), but as of right now, the list is fairly stock.
Some key things are include: 4 Path, 4 Bolt, 2 Blessed Alliance in the 75 allows you to play a heavy control role in the first few turns of certain matchups that are otherwise worse for D&T. You can basically play Aether Vial and draw-go while holding up removal, which lets you transition into the midgame much more easily. P&K Nalaar is a *lot* of value, and the higher number of value-generating creatures in the deck pushes the midrange matchups in your favour. Alesha is cute, but works surprisingly well - particularly with Selfless Spirit as a sort of soft-lock. I also think that any 2-colour combination of D&T that's not GW should be playing Eldrazi Displacer - you need the painlands so you might as well, and Displacer/Flickerwisp is so incredibly powerful.
So far, I'm 24-11 in matches with it on MTGO (I've played in 3 competitive leagues, going 3-2, 3-2 and 4-1). I'm still learning the deck, but it has surprisingly outperformed my expectations. Notably, I'm 7-0 against Dredge.
Hope you guys can give it a read. Thoughts and comments all welcome!
I would like to see more mono white list from you.
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
The way I see Kytheon is that he's a beat more but not generally a disrupt more card. Kytheon fits aggressive lists well but you also run the risk of drawing into multiples with the legend rule. Having played Merfolk I really enjoy the Cursecatcher + Vial effect which Judge's Familiar gives you. Thalia makes that effect doubly painful. I'm also a believer in running 1 drops in-case you don't have AEther vial in your opening hand or so that you can play something off a vial on 1 charge.
So far Tron hates this deck, as does Grixis Control, the reason being is blocking searches and locking them out of certain colours of land. In the case of any true Control style deck just keeping them off of 4 mana so they cannot Sweep/Cryptic or use Snapcaster properly it really hurts. Almost the entire meta runs fetchlands, even Control decks like Grixis run them. If you can play early search blockers and screw them with land-hate it gets difficult. Tron cannot really deal with the level of land-destruction and even just things like the Thalia tax make life hard. I find the deck's biggest weakness is simply lack of draw power, cycling or card fixing, some games you just get unlucky, I haven't really found too much in the way of problem matchups.
I've used Wingmare before and while I like Thalia, I like Leonin Arbiter more. Honestly the thing that makes this deck, this deck, is land-hate. It's not just using Path for free or Ghost Quarter for free, it's the fact almost every deck runs fetchlands. Blocking searches naturally just nerfs Modern as a format full of 3 colour decks. Search hate is really a meta call, especially with how common certain cards like Chord of Calling are. By running 8 search hate cards you're pretty much guaranteed to see at least one as well.
There aren't many decks that are happy drawing 3 of any 4 drop. That's just bad luck, honestly. I don't mind having 2 of them though as if one of them sticks it can often lock a deck out completely and after dealing with search blockers, Thalia etc. they may not have spot removal left to kill a second Magus. The logic behind running 4 is that in many matches it's a card that I absolutely want to see as it stops them winning, it really hurts decks like Eldrazi, Merfolk and even Affinity as you can trade favourably with Vault Skirge due to the number of flyers the deck has. By running 4 you increase your chances of seeing at least one.
THIS MEN SPEAK WITH THE TRUE! If you only play Flickerwisp for a 3/3 extra golem or occasional flickering of their land to EOT... then you are undervalue the card power. Flickerwisp its an incredibly swiss knife, he can give you time flickering an atacker, give you time flickering a land, remove some awfull permanents (hello ensnaring bridge my old friend...), prevent an Emrakul atack (poor nahiri), remove a blocker, put a clock (3 damage with evasion is GREAT), save one of your important cards, etc etc etc. The card is amazing, a key part in any mono W build an a strong weapon for other builds.
Sorry for my english.
Death and taxes / UW control
Yes, good point, I'm glad you did point this out for the newer people. I do know first hand very well how incredibly powerful Flickerwisp is (particularly in conjunection with Vial, Displacer or Restoration Angel) in all sorts of situations. Here I think my main point is that this sort of RW list doesn't make the most of what D&T has to offer, since even despite all the things Flickerwisp can do, the rest of the deck needs to be able to leverage it.