The SB has room for some spells and some bullets, I don't see a reason that they should be mutually exclusive. Teeg and Melira are definitely flex slots, and I see the wisdom in cutting melira.
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Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
Most lists I see are running 0-3 Blessed alliances (I run three) and 0-3 staticasters (I also run three). That's a lot of really good infect hate. Adding Melira would just be overkill. Besides, staticaster can be hit off company.
Hey guys. I don't know if anyone remembers, but if you look at my post history you'll see that I've spent about a month testing Aven Mindcensor in Bant Knightfall. As of this afternoon I have 64 recorded matches with two copies in the Courser/Clique flex spot, and I feel that I'm finally qualified to say: No, do not play Aven Mindcensor.
The theory behind the card was two-fold. As many have stated before, historically it just doesn't DO enough. Many decks don't search their library, its too slow to catch fetches, sometimes they find the card anyway, etc... I theorycrafted that the "decks not searching their library" weakness was shored up by playing Knight of the Reliquary: knight into aven allows you to start tutoring up ghost quarters and strip mine your opponent multiple turns in a row. Additionally, Mindcensor is a flash three-drop, which is huge in a deck with four spell quellers. Between it being excellent against our worst matchups and its synergy with knight and queller, I thought it might be good enough.
The decklist I played with aven was pretty stock, with one big exception. I have not been playing with Kessig Wolf Run or any other red cards, instead opting for a second Ghost Quarter in that utility spot. I will go on the record saying that I don't think we don't need Wolf Run: I've been playing knightfall for seven months now, and not once in 20+ FNMs, 300+ MTGO matches, and multiple SCG Classic finishes have I had a game where I needed it to win with retreat. Additionally, I think Ghost Quarter is amazing in our deck, as it kills manlands and tron pieces, color-fixes in a pinch, and makes knight huge (often a turn 2 4/4 is what you need to win and it's worth stone-raining yourself).
So why isn't Mindcensor worth it? I have found that synergy doesn't make up for the card's inherent weaknesses. There are so many decks that don't care about fetching and also don't mind a stone rain, and tapping your knight to trade lands is often not a good play. Holding up queller and playing a clique is when they pass is always awesome, but if mindcensor is bad against your opponents deck than flashing in a 2/1 flyer is often worse than just having a different card in hand. I sideboarded both copies out against 71% of my opponents, and after rewatching my matches I think that number should have been higher. If you have a metagame full of tron, valakut, chord, and gifts then I could see Mindcensor being a reasonable meta-call, but even then you're gonna be really sad when you get paired against merfolk or ad naus and you have a wind drake in your deck.
Moving forward, I think I'm going to be playing Courser of Kruphix. I loved the card in my pre-queller builds, and Hyper has been putting up good results with it again. It's a bit disappointing that Mindcensor isn't the answer I thought it would be, but I'm glad I put the time into finding out.
I'd argue that Courser is likely too slow, and aven mindcensor likely doesn't do enough MD without also running other mana denial (I ran Aven mindcensor with Thalia in pre-retreat Bant company to great effect). Mindcensor is best when valakut (/titan), tron, chord deck etc are a more prominent part of the metagame. Until the winter I was running 3 aven mindcensor in the sideboard - they were huge against those decks. However, aggro decks can usually ignore the card.
The metagame is different now, not soft to the card. I don't think the matchups where it makes sense really need much help from the sb right now, but I could also see it shifting back where they make sense in the SB.
Knightfall just doesn't attack the lands of your opponent enough for Mindcensor to really be important right now.
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Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
My main concern with mindcensor is that it's too much of a dead topdeck. It's okay against almost any deck when cast T2 but otherwise it's just bad to run maindeck and too narrow to run in the sb. Thalia, heretic cathar had the same problem, in my opinion.
@Rulleboren
I think Loxodon Smiter is a close comparison, and is probably just better.
Easier casting cost, and has a relevant ability against Liliana\Discard effects.
Im not sure how often Knuckleblade's activated abilities will be relevant or when we would want to use them over using our mana on something else.
R: Haste - We likely only have access to the one R when we cast him. Only scenario I can think of getting haste Is getting him off a main-phase Coco, and having a bird to get R.
2U: Return to hand. - we're spending 3 mana to save knucks, or 3 mana to cast queller to save knucks and advance the board. I'll take queller given the choice.
2G: Pump +2/+2. swinging or blocking with a 6/6 sounds decent, but I can't help but think that there are better uses for our mana. Gavony the team, hold up Clique/Queller. I think this becomes good when the board is mostly clear, or you're able to tapdown blockers with retreat, but then did you really need the extra 2 points?
I've heard people call courser "too slow" a couple times now, and I'm not really sure what they're talking about.
We are not infect or burn. We aren't looking to race combo or aggro decks - we would lose every game outside of drawing retreat. We beat those decks by stopping their gameplans with disruptive creatures and then killing them.
So maybe when posters say "too slow" they mean "not disruptive enough"? That's fair, but suggestions like loxodon smiter and Knuckleblade don't really address the issue. Courser is disruptive against burn and other aggro decks as a source of lifegain, clique is disruptive against combo decks as hand disruption, but smiter doesn't disrupt anybody.
We aren't a zoo deck. We're playing 0/4s, counterspells, and zero reach. If you're argument is that we don't want courser because we don't need help against decks where it's good (burn, GBx, bolt decks), then ok. But say that instead.
Its really good at filtering your draws though. I love it but I keep switching in and out of courser in my lists and I dont know the answer. I think that its a solid option though, and I dont blame anyone who wants to try one or two copies.
Today ended fifth (out of 27 players) at fnm. This was my list
MUs were 2-0 death and taxes, 2-0 infect, 1-2 burn and 2-1 UR prowess. As always, if someone has any question about any matchup in particular please ask, I dont want to report unwanted matches
Question for you all, whats your strategy against burn? The list I played against was a bit more red than stock and its a bit more difficult to interact with. After sideboarding, I think that the best plan is worship + counter protection. Siding out some quellers seems correct too since they are so weak to bolts... I would leave one or two though.
About the list: vendilion is suuuuper good, a bit too hard on the mana nonetheless. I'm looking to add an extra blue source, but basic island is probably not what I want. Maybe I just need to fetch more blue sources early on the game.
Fairgrounds performed correctly, I like it as a one of moving forward but I dont think that I would play more (just like eternal witness).
Didnt get to play tireless tracker the whole day, I feel like it fills the same spot as courser (card advantage, provides extra value when comboing out) but its really different at times (better if left unchecked, more mana intensive, worst against aggro). I still need to test it more to have meaningful opinion about it.
Intrepid hero falls a bit on the narrow side I think. Today was useful just against one deck (eldrazi heavy dnt), I dont know if it really deserves the sideboard spot. Same for burrenton (useful only against burn).
I've heard people call courser "too slow" a couple times now, and I'm not really sure what they're talking about.
We are not infect or burn. We aren't looking to race combo or aggro decks - we would lose every game outside of drawing retreat. We beat those decks by stopping their gameplans with disruptive creatures and then killing them.
So maybe when posters say "too slow" they mean "not disruptive enough"? That's fair, but suggestions like loxodon smiter and Knuckleblade don't really address the issue. Courser is disruptive against burn and other aggro decks as a source of lifegain, clique is disruptive against combo decks as hand disruption, but smiter doesn't disrupt anybody.
We aren't a zoo deck. We're playing 0/4s, counterspells, and zero reach. If you're argument is that we don't want courser because we don't need help against decks where it's good (burn, GBx, bolt decks), then ok. But say that instead.
I think 'too slow' is an accurate description of why Courser isn't great in some metagame conditions. Both its abilities to gain life and draw cards happens over several turns, taking time to accrue an advantage. Moreover, when serving as the only clock in play, 2 power is underwhelming. The deck indeed already has many other low power creatures, so there is some optimizing of our clock to be done by minimizing them.
'Too slow' might also mean that when the game becomes more midrange friendly, courser can came back to help the late game.
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Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
@RPD
For the burn matchup I rely heavily on Courser, Finks, and Scavenging Ooze. The marginal lifegain is very important as it takes them from needing 6 burn spells to 8 or more
I attack and trade my creatures with theirs very aggressively, the thought process is that creatures in the yard means more fodder for scooze, and If you can convince the burn player to send the damage to your creatures in a defensive effort, your already winning. I like to keep quellers in for this reason, They block Goblin guides and are unopposed in the air, and by prioritizing their creature spells with queller I can keep their board more clear to allow my creatures to walk in.
Additionally, queller being "weak to bolt" is actually not an issue at all against burn. If they're bolting your creature it isn't going to your face, so the card they're getting back is pretty similar to the one you countered. Definitely leave queller in.
Also @RPD quick note, forge tender is also excellent against decks with many red creatures like kiln fiend, anger of the gods decks like scred and RG Titan, and dredge (counters conflagrate)
@bfitz oh yes I totally forgot, I actually sided in burrenton against UR prowess (wasn't relevant that game though
the conflagrate shenanigans was what made me include burrenton in my sideboard
@mds688 yes, lifegain is important but since I wasn't playing many lifegain cards in that list... game 2 I faced the no lifegain leyline, which is rough too. As I say, not your regular naya burn list, this was a bit more red than usual.
I'm confused by the "I attack" comment. Every time that I've won burn was by blocking the first 3-4 turns of the game and then finishing their fetch-shock damaged life total with a knight or something similar. Do you think that sticking a flier early on the game and attacking every turn is a better strategy? Seems like misasignment of role to me.
I'm thinking about including in my list 3 rhox war monk (instead of the tireless tracker and voices) and x1 of the blue white filterland (instead of the second horizon canopy). Seems like this configuration is better than the one with voices but worse than the one with x2 goyf (have no goyfs though). Anyway, has anyone tried filterlands? kikichord usually runs one or two to help with the double costs and the blue white seems great at doing that (helps with queller, vendilion and rhox war monk, and since I have neither courser nor witness there's no need for double green).
Hello RPD, perhaps I can elaborate.
I can't speak to the version of burn you played, but I can talk about a more traditional Naya burn list.
I believe that we win this match-up when they become forced to spend their burn spells on our creatures instead of our life total. I believe that we can do this by presenting a clock, and developing our board over theirs.
I feel that we are at the advantage when developing our board. We have access to mana ramp, and collected company that allow us to get multiple creatures out at once. We also run ~28 creatures to their ~16, so we have more resources to commit to the board. Having these extra resources puts us at an advantage in creature combat, we can trade, double block, and attack into their blockers knowing that we have another creature to commit where they may not. We become further advantaged in these trades because of scavenging ooze, the life gain increases the number of burn spells that they need, and If their playing blockers instead of bolts its nothing but good for us.
If our burn players life total isn't in danger from us then they have no reason to spend their bolts on our creatures, so we need to present a clock. Quellers are our easiest way to do this, burn typically wont have anything block it, and we can snag their creatures to clear up the ground. With the ground mostly clear we can chip away at their fetch-shocked life total and threaten to close the game. When they begin spending their win conditions to free their blockers from queller, or taking out our creatures instead of our lifetotal they shift the game into a more attrition style match where we have the definite advantage. We control the game by forcing our burn player to play more defensively.
These are just my opinions and I have had lots of success with this strategy in this matchup. I do run 1 courser, 2 finks, 2 scooze, and 2 blessed alliance in the 75 and they all help out immensely.
I hope this helps explain my thoughts more clearly.
I've decided that I'm going to try a Vendilion Clique because why not. I do have a question though. How frequently would you guys say you could cast it on curve?
@silverironman Depends on your mana base. Some of us love the Basic Island, some of us hate it. I love the Basic Island because when I get 3 to 4 mana open I want my opponent to have to consider as many options as possible, Clique, Queller, Company, and Izzet (Sideboard games). The Island allows me to keep my mana smooth at the expense of very mediocre utility land.
in the soul sisters matchup, what would you use path for? the biggest creatures are pridemate/ranger or thune if they play it. is it worthwhile pathing a soul sister turn 1 or 2?
in the soul sisters matchup, what would you use path for? the biggest creatures are pridemate/ranger or thune if they play it. is it worthwhile pathing a soul sister turn 1 or 2?
haven't tested the matchup, but I've played life for a long time. So, speculation, but not totally baseless
Soul sisters is probably favored game 1. Their lifegain stabilization is super effective against our damage based wincon, plus the combo kill deals a finite (and not really big) amount of damage. Trying to be a tempo/aggro deck is probably our best plan, if the game goes long they win (you will run out of interaction before they run out of problematic creatures). This means that your initial hand should be something that's able to disrupt soul sister's early turns plus a clock to keep them outside of 30 life range. The game will probably go to a point where they're forced to block with their sisters, and if you managed to remove all their threats, you are in a winning position.
Aligning your removal with their threats is quite the key here. If you don't do this, you will end up in a situation where your interaction doesn't matter anymore.
Initial hand paths - Creatures that need to be killed fast (thune)
Queller - Value on ETB (ranger). Once in the battlefield it's just a 3/2
Fairgrounds & topdecked paths - Creatures that need time to generate value (pridemage). You might take a few hits, then chumpblock it twice, then kill it with a topdecked path.
If you managed to keep them out of 30 life range, ascendants don't even matter anymore.
Post sideboard, staticasters deal with all the small stuff and you suddenly have enough removal for all their creatures. Be careful with auriok champion since staticaster can't kill it. Blessed alliance seems good too, I can see how the sisters player gets super greedy attacking with the small stuff and gets blown out by the "untap two creatures" mode. With all this new removal, going into the lategame is less scary so we can play the control role (as it happens a lot after sideboarding).
I would side out ooze and retreat since sisters doesn't usually have proclamation of rebirth (that's played in the martyr control version) and sisters is siding in GY hate. Side in the second GQ too, for their windbrisk heights. Don't fetch basics if possible, sisters has x4 path x4 ghost quarter.
Going to update the primer real soon as it's long overdue for one. Anything obscure that should go into it that you guys think I am possibly missing?
I'd suggest adding a tip on the timing of the combo.
Ex: Once you resolve a Retreat with a knight in play, you'll want to immediately play or search for a fetchland. In order to avoid flash blockers, most situations demand comboing off only partially until after blockers are declared to make sure you can still tap down any flash blockers. This comes up against cards like restoration angel, aether vial, coco etc.
@wpgstevo agree, had a similar situation recently. First searched a fetchland, attacked, then executed the combo after the declare blockers step. That allowed me to use the mana generated by the combo to cast a queller and protect myself from blessed alliance.
About the op
Even though decklists are updated, spell queller doesn't appear in the creature section. vendilion and selfless are missing, too. Geist and friends could go to the "less common creatures" spoiler.
Lightning Bolt [...] Always run a full playset when able.
This is a bit outdated, I guess? even though the red splash is there, no one plays bolt
Blessed alliance is missing, too.
On the lands section, horizon canopy and bojuka bog are missing. It might be interesting to add a "less common lands" spoiler, like in the creature section, for the tango lands and rogue's passage. I think that adding a small section mentioning all the basic island debate is necessary (there is no conclusion, but lots of arguments worth noting).
On the "sideboard options" section, all images are broken (at least for me) and there are some "##### Text...." that I guess were the template for the article and weren't deleted afterwards.
There is also some talk about counterspells, but negate (the most played one) only gets mentioned and unified will doesn't even appear. Staticaster and worship should appear in this section too.
For the "how to sideboard" section, if you don't have time to craft one of your own, linking kelvin's SB guide should be enough.
How to combo through ensnaring bridge could be mentioned in the OP too (stack lots of scry triggers, fetch canopy, and hope to scry to a qasali or collected to break the bridge).
KnightfallGWUR
Azorius Control UW
Burn RBG
The theory behind the card was two-fold. As many have stated before, historically it just doesn't DO enough. Many decks don't search their library, its too slow to catch fetches, sometimes they find the card anyway, etc... I theorycrafted that the "decks not searching their library" weakness was shored up by playing Knight of the Reliquary: knight into aven allows you to start tutoring up ghost quarters and strip mine your opponent multiple turns in a row. Additionally, Mindcensor is a flash three-drop, which is huge in a deck with four spell quellers. Between it being excellent against our worst matchups and its synergy with knight and queller, I thought it might be good enough.
The decklist I played with aven was pretty stock, with one big exception. I have not been playing with Kessig Wolf Run or any other red cards, instead opting for a second Ghost Quarter in that utility spot. I will go on the record saying that I don't think we don't need Wolf Run: I've been playing knightfall for seven months now, and not once in 20+ FNMs, 300+ MTGO matches, and multiple SCG Classic finishes have I had a game where I needed it to win with retreat. Additionally, I think Ghost Quarter is amazing in our deck, as it kills manlands and tron pieces, color-fixes in a pinch, and makes knight huge (often a turn 2 4/4 is what you need to win and it's worth stone-raining yourself).
So why isn't Mindcensor worth it? I have found that synergy doesn't make up for the card's inherent weaknesses. There are so many decks that don't care about fetching and also don't mind a stone rain, and tapping your knight to trade lands is often not a good play. Holding up queller and playing a clique is when they pass is always awesome, but if mindcensor is bad against your opponents deck than flashing in a 2/1 flyer is often worse than just having a different card in hand. I sideboarded both copies out against 71% of my opponents, and after rewatching my matches I think that number should have been higher. If you have a metagame full of tron, valakut, chord, and gifts then I could see Mindcensor being a reasonable meta-call, but even then you're gonna be really sad when you get paired against merfolk or ad naus and you have a wind drake in your deck.
Moving forward, I think I'm going to be playing Courser of Kruphix. I loved the card in my pre-queller builds, and Hyper has been putting up good results with it again. It's a bit disappointing that Mindcensor isn't the answer I thought it would be, but I'm glad I put the time into finding out.
The metagame is different now, not soft to the card. I don't think the matchups where it makes sense really need much help from the sb right now, but I could also see it shifting back where they make sense in the SB.
Knightfall just doesn't attack the lands of your opponent enough for Mindcensor to really be important right now.
KnightfallGWUR
Azorius Control UW
Burn RBG
L: Maverick
I think Loxodon Smiter is a close comparison, and is probably just better.
Easier casting cost, and has a relevant ability against Liliana\Discard effects.
Im not sure how often Knuckleblade's activated abilities will be relevant or when we would want to use them over using our mana on something else.
R: Haste - We likely only have access to the one R when we cast him. Only scenario I can think of getting haste Is getting him off a main-phase Coco, and having a bird to get R.
2U: Return to hand. - we're spending 3 mana to save knucks, or 3 mana to cast queller to save knucks and advance the board. I'll take queller given the choice.
2G: Pump +2/+2. swinging or blocking with a 6/6 sounds decent, but I can't help but think that there are better uses for our mana. Gavony the team, hold up Clique/Queller. I think this becomes good when the board is mostly clear, or you're able to tapdown blockers with retreat, but then did you really need the extra 2 points?
We are not infect or burn. We aren't looking to race combo or aggro decks - we would lose every game outside of drawing retreat. We beat those decks by stopping their gameplans with disruptive creatures and then killing them.
So maybe when posters say "too slow" they mean "not disruptive enough"? That's fair, but suggestions like loxodon smiter and Knuckleblade don't really address the issue. Courser is disruptive against burn and other aggro decks as a source of lifegain, clique is disruptive against combo decks as hand disruption, but smiter doesn't disrupt anybody.
We aren't a zoo deck. We're playing 0/4s, counterspells, and zero reach. If you're argument is that we don't want courser because we don't need help against decks where it's good (burn, GBx, bolt decks), then ok. But say that instead.
Today ended fifth (out of 27 players) at fnm. This was my list
https://deckstats.net/decks/2563/632573-bant-queller-company-v4-1
MUs were 2-0 death and taxes, 2-0 infect, 1-2 burn and 2-1 UR prowess. As always, if someone has any question about any matchup in particular please ask, I dont want to report unwanted matches
Question for you all, whats your strategy against burn? The list I played against was a bit more red than stock and its a bit more difficult to interact with. After sideboarding, I think that the best plan is worship + counter protection. Siding out some quellers seems correct too since they are so weak to bolts... I would leave one or two though.
About the list: vendilion is suuuuper good, a bit too hard on the mana nonetheless. I'm looking to add an extra blue source, but basic island is probably not what I want. Maybe I just need to fetch more blue sources early on the game.
Fairgrounds performed correctly, I like it as a one of moving forward but I dont think that I would play more (just like eternal witness).
Didnt get to play tireless tracker the whole day, I feel like it fills the same spot as courser (card advantage, provides extra value when comboing out) but its really different at times (better if left unchecked, more mana intensive, worst against aggro). I still need to test it more to have meaningful opinion about it.
Intrepid hero falls a bit on the narrow side I think. Today was useful just against one deck (eldrazi heavy dnt), I dont know if it really deserves the sideboard spot. Same for burrenton (useful only against burn).
L: Maverick
'Too slow' might also mean that when the game becomes more midrange friendly, courser can came back to help the late game.
KnightfallGWUR
Azorius Control UW
Burn RBG
For the burn matchup I rely heavily on Courser, Finks, and Scavenging Ooze. The marginal lifegain is very important as it takes them from needing 6 burn spells to 8 or more
I attack and trade my creatures with theirs very aggressively, the thought process is that creatures in the yard means more fodder for scooze, and If you can convince the burn player to send the damage to your creatures in a defensive effort, your already winning. I like to keep quellers in for this reason, They block Goblin guides and are unopposed in the air, and by prioritizing their creature spells with queller I can keep their board more clear to allow my creatures to walk in.
-3 Retreat -1 bird +2 finks, +2 blessed alliance.
Also @RPD quick note, forge tender is also excellent against decks with many red creatures like kiln fiend, anger of the gods decks like scred and RG Titan, and dredge (counters conflagrate)
the conflagrate shenanigans was what made me include burrenton in my sideboard
@mds688 yes, lifegain is important but since I wasn't playing many lifegain cards in that list... game 2 I faced the no lifegain leyline, which is rough too. As I say, not your regular naya burn list, this was a bit more red than usual.
I'm confused by the "I attack" comment. Every time that I've won burn was by blocking the first 3-4 turns of the game and then finishing their fetch-shock damaged life total with a knight or something similar. Do you think that sticking a flier early on the game and attacking every turn is a better strategy? Seems like misasignment of role to me.
I'm thinking about including in my list 3 rhox war monk (instead of the tireless tracker and voices) and x1 of the blue white filterland (instead of the second horizon canopy). Seems like this configuration is better than the one with voices but worse than the one with x2 goyf (have no goyfs though). Anyway, has anyone tried filterlands? kikichord usually runs one or two to help with the double costs and the blue white seems great at doing that (helps with queller, vendilion and rhox war monk, and since I have neither courser nor witness there's no need for double green).
L: Maverick
I can't speak to the version of burn you played, but I can talk about a more traditional Naya burn list.
I believe that we win this match-up when they become forced to spend their burn spells on our creatures instead of our life total. I believe that we can do this by presenting a clock, and developing our board over theirs.
I feel that we are at the advantage when developing our board. We have access to mana ramp, and collected company that allow us to get multiple creatures out at once. We also run ~28 creatures to their ~16, so we have more resources to commit to the board. Having these extra resources puts us at an advantage in creature combat, we can trade, double block, and attack into their blockers knowing that we have another creature to commit where they may not. We become further advantaged in these trades because of scavenging ooze, the life gain increases the number of burn spells that they need, and If their playing blockers instead of bolts its nothing but good for us.
If our burn players life total isn't in danger from us then they have no reason to spend their bolts on our creatures, so we need to present a clock. Quellers are our easiest way to do this, burn typically wont have anything block it, and we can snag their creatures to clear up the ground. With the ground mostly clear we can chip away at their fetch-shocked life total and threaten to close the game. When they begin spending their win conditions to free their blockers from queller, or taking out our creatures instead of our lifetotal they shift the game into a more attrition style match where we have the definite advantage. We control the game by forcing our burn player to play more defensively.
These are just my opinions and I have had lots of success with this strategy in this matchup. I do run 1 courser, 2 finks, 2 scooze, and 2 blessed alliance in the 75 and they all help out immensely.
I hope this helps explain my thoughts more clearly.
haven't tested the matchup, but I've played life for a long time. So, speculation, but not totally baseless
Soul sisters is probably favored game 1. Their lifegain stabilization is super effective against our damage based wincon, plus the combo kill deals a finite (and not really big) amount of damage. Trying to be a tempo/aggro deck is probably our best plan, if the game goes long they win (you will run out of interaction before they run out of problematic creatures). This means that your initial hand should be something that's able to disrupt soul sister's early turns plus a clock to keep them outside of 30 life range. The game will probably go to a point where they're forced to block with their sisters, and if you managed to remove all their threats, you are in a winning position.
Aligning your removal with their threats is quite the key here. If you don't do this, you will end up in a situation where your interaction doesn't matter anymore.
Post sideboard, staticasters deal with all the small stuff and you suddenly have enough removal for all their creatures. Be careful with auriok champion since staticaster can't kill it. Blessed alliance seems good too, I can see how the sisters player gets super greedy attacking with the small stuff and gets blown out by the "untap two creatures" mode. With all this new removal, going into the lategame is less scary so we can play the control role (as it happens a lot after sideboarding).
I would side out ooze and retreat since sisters doesn't usually have proclamation of rebirth (that's played in the martyr control version) and sisters is siding in GY hate. Side in the second GQ too, for their windbrisk heights. Don't fetch basics if possible, sisters has x4 path x4 ghost quarter.
L: Maverick
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Ex: Once you resolve a Retreat with a knight in play, you'll want to immediately play or search for a fetchland. In order to avoid flash blockers, most situations demand comboing off only partially until after blockers are declared to make sure you can still tap down any flash blockers. This comes up against cards like restoration angel, aether vial, coco etc.
The OP looks good! Not sure what else to add.
KnightfallGWUR
Azorius Control UW
Burn RBG
About the op
Even though decklists are updated, spell queller doesn't appear in the creature section. vendilion and selfless are missing, too. Geist and friends could go to the "less common creatures" spoiler.
This is a bit outdated, I guess? even though the red splash is there, no one plays bolt
Blessed alliance is missing, too.
On the lands section, horizon canopy and bojuka bog are missing. It might be interesting to add a "less common lands" spoiler, like in the creature section, for the tango lands and rogue's passage. I think that adding a small section mentioning all the basic island debate is necessary (there is no conclusion, but lots of arguments worth noting).
On the "sideboard options" section, all images are broken (at least for me) and there are some "##### Text...." that I guess were the template for the article and weren't deleted afterwards.
There is also some talk about counterspells, but negate (the most played one) only gets mentioned and unified will doesn't even appear. Staticaster and worship should appear in this section too.
For the "how to sideboard" section, if you don't have time to craft one of your own, linking kelvin's SB guide should be enough.
How to combo through ensnaring bridge could be mentioned in the OP too (stack lots of scry triggers, fetch canopy, and hope to scry to a qasali or collected to break the bridge).
L: Maverick