Thanks @michaelvogler, does that mean you suggest I put Spectral Procession in the two slots? Or that I should make room for 4?
I hear you both that my deck is not BW tokens - I already knew that - but it is a tokens deck. I came with two questions, and the reason I am asking them here is because my deck has:
Tokens has a special place for me, since I got started in Modern by combining two of the Event Deck, tweaking and experimenting and reading this forum. Really the only non-tokeny card in my deck is Siege Rhino, which is OK with me because it has trample and is big on the ground.... but I almost exclusively kill with flying tokens. So yes, this is a tokens deck.
So my two now three questions are:
What should the other two slots be?
Should I cut anything? I'm willing to consider taking some things out, but not Gavony Township, Abrupt Decay, or Siege Rhino. I also think I might be able to tweak the mana to get WWW if I really need to, by getting more WG and WB lands, though I'd probably have to cut Voice of Resurgence, which makes the most beautiful tokens I've ever seen.
Is the ratio of 25 lands and six 4-drops OK? I've never played the version of BW tokens with a lot of planeswalkers and/or Hero of Bladehold, so I'm asking the people who have.
Thanks again! and of course I'd be glad to chat off-forum with anyone about this!
Thanks @michaelvogler, does that mean you suggest I put Spectral Procession in the two slots? Or that I should make room for 4?
I hear you both that my deck is not BW tokens - I already knew that - but it is a tokens deck. I came with two questions, and the reason I am asking them here is because my deck has:
Tokens has a special place for me, since I got started in Modern by combining two of the Event Deck, tweaking and experimenting and reading this forum. Really the only non-tokeny card in my deck is Siege Rhino, which is OK with me because it has trample and is big on the ground.... but I almost exclusively kill with flying tokens. So yes, this is a tokens deck.
So my two now three questions are:
What should the other two slots be?
Should I cut anything? I'm willing to consider taking some things out, but not Gavony Township, Abrupt Decay, or Siege Rhino. I also think I might be able to tweak the mana to get WWW if I really need to, by getting more WG and WB lands, though I'd probably have to cut Voice of Resurgence, which makes the most beautiful tokens I've ever seen.
Is the ratio of 25 lands and six 4-drops OK? I've never played the version of BW tokens with a lot of planeswalkers and/or Hero of Bladehold, so I'm asking the people who have.
Thanks again! and of course I'd be glad to chat off-forum with anyone about this!
Your deck might be labeled as midrange based solely on what's in it. Post in the Abzan thread an see what they think.
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I think 4 of Spectral Procession is an auto-include. Tokens decks tend to win with a few fliers on the field and 1-2 attacks. Sometimes, there is a big blow out (like last night when I attacked for 19 on turn 5). For one white mana, you can get anywhere between 1-3 points of damage a turn for minimal investment. Few other cards in our colors ensure that kind of return. If you are going to play anything off color, the only thing I think is reasonable is Siege Rhino. Voice and Creakwood Liege are going to be too awkward for the mana in a really competitive situation. Using that changes the anthems to Honor of the Pure as a 4 of and Gavony Township (which synergize with Rhino). I would not run either Liege. Zealous Persecution should be a 2-3 of because that will shine with Siege Rhino.
All other available slots should be used for Sorin. You are going to need the life gain. Plus that and Siege Rhino alone I can see closing out games quite quickly. Reducing your 6 drops to 0 also opens up land (you should run 24) for other things. That might include abrupt decay. I say might because trying to fetch to get three colors by turn 3 to ensure triple white (which is what BW tokens is all about) is going to deal at least 4 damage to you, maybe more. With Bitterblossom and all that, we are talking about some substantial loss in tempo early.
I see Shambling Vents in some land bases. Verdict on it?
I started with 3 Shambling Vents and 2 Windbrisks, but that was too many lands entering tapped so I went down to 2 of each. That worked way better. That said, I really like the Vents. It can provide the 3rd attacker to trigger a Windbrisk, or sometimes just a creature an opponent forgets about when trying to figure out their attacks. Although it doesnt hit for much, and I havent activated it all that often, when I have used it I have been happy with it.
Ok can anyone tell me what the game plan against Fish is? I've played it several times on Cockatrice, and at best I go 1-2. Usually it's 0-2, just cannot seems to get ahead of them.
Although i realize im a minority here, i still believe the red splash is worth, given that you balance out the cards well. The deck needs to run 3 to 4 blackleaves cliff for that turn one bolt and discard. It runs 2 spectral procession and it expects to play that on turn 4 typically, which is fine because all i wanted were more token generators. Rather than 8 main flying token producers, i wanted to run 10. Not counting bitterblossom. Still havent reached a verdict on that card yet.
One of the reasons for the splash is because i find auriok champion isnt well-rounded enough to be in the main. Like bitterblossom it has to be drawn at the right time against the right match-ups. If grixis or burn is a heavy part ofvyour meta, of course it is worth running. But in general, that leaves 4 open slots for a splash. And id rather not play a tidehollow.
The new gideon and sorin have greatly improved the power of all token builds. I think we can all agree these are the best plainswalkers for the deck. Their key strength is versatility. The red splash serves the same purpose as long as you are not getting greedy with the mana in running 4 spectral procession. Still testing to make bitterblossom work in this deck, if possible.
Although i realize im a minority here, i still believe the red splash is worth, given that you balance out the cards well. The deck needs to run 3 to 4 blackleaves cliff for that turn one bolt and discard. It runs 2 spectral procession and it expects to play that on turn 4 typically, which is fine because all i wanted were more token generators. Rather than 8 main flying token producers, i wanted to run 10. Not counting bitterblossom. Still havent reached a verdict on that card yet.
One of the reasons for the splash is because i find auriok champion isnt well-rounded enough to be in the main. Like bitterblossom it has to be drawn at the right time against the right match-ups. If grixis or burn is a heavy part ofvyour meta, of course it is worth running. But in general, that leaves 4 open slots for a splash. And id rather not play a tidehollow.
The new gideon and sorin have greatly improved the power of all token builds. I think we can all agree these are the best plainswalkers for the deck. Their key strength is versatility. The red splash serves the same purpose as long as you are not getting greedy with the mana in running 4 spectral procession. Still testing to make bitterblossom work in this deck, if possible.
I am currently playing a Dega\Mardu Token Variant (still in very early testing stages) and it's been fun. Red also gives you access to Young Pyromancer to increase the value out of our token spells. I am still working out the details and thus the list isn't nearly complete but I have liked it so far.
Tell me how it goes. I tested a pyromancer + mentor mardu token deck but i find that it is a too high risk of a deck. What i mean by that is that the tempo loss from your token producers dying is huge. Esper modrange did well in the past due to all the cantrips that lowered this risk, although even then it lost its competitive edge. So i decided to take a shell that works -bw tokens - and made it creatureless (bar tokens themselves)
Tell me how it goes. I tested a pyromancer + mentor mardu token deck but i find that it is a too high risk of a deck. What i mean by that is that the tempo loss from your token producers dying is huge. Esper modrange did well in the past due to all the cantrips that lowered this risk, although even then it lost its competitive edge. So i decided to take a shell that works -bw tokens - and made it creatureless (bar tokens themselves)
So far it's been going alright. The main thing is being extra cautious. I never play one unless I have the ability to cast a spell in response to removal, or to immediately proc them. (Having 6 1cmc discard spells, 4 bolts and 4 paths have helped with that) I think the main thing is you force them to have an answer to each and every major token generator (New Giddy, Pyro, Mentor, Bitterblossom), that you only need 1 to take over the game. Couple that with the discard, it can become pretty hard for them not to take over the game. It's a work in progress for sure though.
Although i realize im a minority here, i still believe the red splash is worth, given that you balance out the cards well. The deck needs to run 3 to 4 blackleaves cliff for that turn one bolt and discard. It runs 2 spectral procession and it expects to play that on turn 4 typically, which is fine because all i wanted were more token generators. Rather than 8 main flying token producers, i wanted to run 10. Not counting bitterblossom. Still havent reached a verdict on that card yet.
One of the reasons for the splash is because i find auriok champion isnt well-rounded enough to be in the main. Like bitterblossom it has to be drawn at the right time against the right match-ups. If grixis or burn is a heavy part ofvyour meta, of course it is worth running. But in general, that leaves 4 open slots for a splash. And id rather not play a tidehollow.
The new gideon and sorin have greatly improved the power of all token builds. I think we can all agree these are the best plainswalkers for the deck. Their key strength is versatility. The red splash serves the same purpose as long as you are not getting greedy with the mana in running 4 spectral procession. Still testing to make bitterblossom work in this deck, if possible.
I am currently playing a Dega\Mardu Token Variant (still in very early testing stages) and it's been fun. Red also gives you access to Young Pyromancer to increase the value out of our token spells. I am still working out the details and thus the list isn't nearly complete but I have liked it so far.
Have you guys tried Butcher of the Horde? I think he would be really sweet in a deck like this
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Although i realize im a minority here, i still believe the red splash is worth, given that you balance out the cards well. The deck needs to run 3 to 4 blackleaves cliff for that turn one bolt and discard. It runs 2 spectral procession and it expects to play that on turn 4 typically, which is fine because all i wanted were more token generators. Rather than 8 main flying token producers, i wanted to run 10. Not counting bitterblossom. Still havent reached a verdict on that card yet.
One of the reasons for the splash is because i find auriok champion isnt well-rounded enough to be in the main. Like bitterblossom it has to be drawn at the right time against the right match-ups. If grixis or burn is a heavy part ofvyour meta, of course it is worth running. But in general, that leaves 4 open slots for a splash. And id rather not play a tidehollow.
The new gideon and sorin have greatly improved the power of all token builds. I think we can all agree these are the best plainswalkers for the deck. Their key strength is versatility. The red splash serves the same purpose as long as you are not getting greedy with the mana in running 4 spectral procession. Still testing to make bitterblossom work in this deck, if possible.
I am currently playing a Dega\Mardu Token Variant (still in very early testing stages) and it's been fun. Red also gives you access to Young Pyromancer to increase the value out of our token spells. I am still working out the details and thus the list isn't nearly complete but I have liked it so far.
Have you guys tried Butcher of the Horde? I think he would be really sweet in a deck like this
Butcher of the Horde has a tendency to be a feel bad card when the opponent waits for u to sac your creatures and instant speed removes it. happened all the time to me during Standard when I ran him in the start of KTK block.
i don't think it be much different in modern. its pack full of removal like terminate, dismember, path to exile etc.
Of late, tokens builds have shied away from including creatures main deck to turn off your opponents removal or make it worse. That gives us an artificial advantage in a creature heavy meta where bolt is king. Putting creatures in the side, then, lets us have some blow outs that are frankly better than mentor or young pyromancer. Namely, Hero of Bladehold. If she untaps, there is nothing but value. I can't say the same for young pyromancer. The fact that you have to play around your own card and not just drop it demonstrates that there are better cards for the deck (that, and it is a 2 mana 2/1 that MIGHT generate tokens if conditions are right, for the same mana I can get a bitter blossom or raise the alarm that guarantees me to 1/1 bodies that fit my game plan). That is why monastery mentor is so bad. This all says nothing about the extreme pressure placed on the mana base by requiring 1 black turn 1, 1 red turn two, and triple white turn three. I need someone to explain how we do all of this while keeping thought seize main and not getting ourselves to 13 life (only to see one land popped by land destruction because, hey, guess what? That is a big weakness in BW tokens!!). I see the other land plans but they are, frankly, not the ultimate plan behind the deck (to say nothing about being unreliable). We want a turn three spectral procession and, when we don't have that, we want a turn three lingering souls. Waiting until turn 4, I expect to already have tokens online from turn 2 at the latest then. We don't have time to hurdle while ton assembles or menfolk eat us.
I mean, if all you want to do is to force your opponent to answer everything, tokens is already built that way: from the hand disruption to the token generators to the anthem effects, the entire damn deck says "answer me or die!" I have won tons of games on the backs of 2 soldiers I cast turn two who went unanswered until it was too late.
I was a big fan of mardu tokens a few pages back and could dismiss the mana issues for a while, but when I played last week against what should have been an auto win and durdled with 4 lands and no red sources to be found, I realized how much I gave up for the red splash. That game should have been an auto win, but I got my ass kicked because I had the wrong stuff. Tokens works so well because two lands is totally manageable in modern with a minimum of life lost. I think a red splash for some sideboard stuff could be okay, but it will take a lot to convince me that giving up 3 life to cast bolt on turn 2 is worth it in a wide variety of scenarios.
I agree with most things you say. Land destruction is huge precisely because bw token is so reliant on spectral procession. I personally like 4 midnight haunting and 2 spectral procession. This gives me more flexibility and more token generators.
Straining the mana to fit 4 spectral or play less spectral and have a better mana base and access to color splash? I prefer the latter.
Tron and merfolk are inherently terrible match-ups for the deck. Every deck has a flaw. Bw token is a deck that gets better the more turns pass so you cant really try to criticize\ improve this flaw. Can the deck be more well-rounded (without losing its gameplan)? Absolutely and that should be our goal, but no doubt merfolk and tron will be bad match-ups still. Bolt improves these matchups significantly, as well as mardu charms and fulmintors.
The red splash makes the deck more balanced based on testing since bolt and mardu charms are inherently multi-purpose cards. Better access to sidecards like fulminator mages, which are crucial against our bad match-ups, I dont think running less than 4 spectral makes this deck veer away from its gameplane, based on reasons i stated before. Just my two centz.
Yeah I'm running 0 creatures main in my build (Still getting the last cards for it but have been playing extensively on Cockatrice), and I'm loving the fact that their removal is terrible against it. My least effective token generator besides walkers is 2x Raise the Alarm, so even then if they have bolt I'm still untapping with 1 creature in play turn 3. Best feeling in the world is T1 Thoughtseize, T2 Intangible Virtue, T3 Spectral Procession, and then you get to watch them try to 1 for 1 their way out of it. One thing I've learn very quick is post sideboard if you have any reason to think they're bringing in mass removal DO NOT flashback any Lingering Souls unless absolutely necessary. By leaving them in the yard you have a recovery from Pyroclasm/Damnation/*** etc already lined up. I've had players T4 Damnation me, watch me flashback 2 Souls T5, and scoop on the spot because they blew their only out.
I guess I'm just a bad player, because I run six (!) creatures main board! I run 4 Tidehollow Scullers and 2 Brimaz, and they seem to work fine for me, but I have only played competitive lists in a casual setting (as is common in high school). I did start with the event deck though, so I don't have the full playset of Inquisitions, or any Thoughtseizes for that matter. Luckily, I was to get a Path when they were FNM promos, so that's nice!
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In response to the question about manabases and thoughtsieze eating away at your life - I am very conservative with my life total. We have life-gain but it's a bit slow so I don't hurt myself with shocks if I don't "have to".
I almost always fetch basics after the T1 Godless Shrine. This maybe is easier since I don't have Spectral Procession, so the hardest mana requirements I have to deal with is B on T1 and WW on T2. If I have Auriok Champ, that's the only reason I would fetch/shock on T2, and hopefully he will pay me back the life pretty quickly.
The G can come later because abrupt decay is more versatile than Path so I hold them if I can. I have mapped out a new version that doesn't have Voice or Ooze or Creakwood, so getting that forest can be later when I have time. This should let me bring back Spectral Procession - I'll have to test.
Regarding T1 hand disruption: I run 4 Inquisition and only 2 TS for this reason. My additional disruption in the board is 2x Duress for Burn, Tron, combo decks.
Also, I often wait until T2, especially if I don't know what my opponent is playing. Another reason is then I see one more card in their hand. That saves me 2 life on the first fetch, and often 2 life in second fetch, because I sequence like this: T1 play fetch, pass, watch their first land/play, EOT fetch a Godless Shrine tapped. T2 Inquisition or TS and I'm still at 19 or 17. This guides my next play, if they have a great card fetch for a swamp to play second Inquisition or TS. Usually though, I have a good T2 land like Razorverge or Isolated chapel or Fetid Heath. If not, I just play second fetch and pass. If I need to crack it for Path I will, otherwise at the EOT I fetch for another shock (probably Temple Garden) and bring it in tapped and I have basically gained 4 life.
Hey guys, I've made a list of matchups, and please rate each them as good, slightly good, slightly bad, or terrible. This will help our sideboard plans, and also be a good info for new people on this deck, and last it will help determine if splashing R or G actually helps against the close matchups, vs just being better against good matchups.
Burn (Atarka)
Merfolk
Zoo
Elves
Affinity
Infect
Bogles
Abzan CoCo
Soul Sisters
D&T
Abzan Liege
Hatebears
Abzan Ally/Aristocrats
Classic Abzan (Junk)
Jund
U/R Delver
Grixis Delver
Temur Delver
Grixis Control
UW Control
UWR Control
UWR Geist
Faeries
U/R Twin
Grixis Twin
Temur Twin
Scapeshift
Scapeshift w/ Through the Breach
Living End
Ad Nauseum
Amulet Bloom
Grishoalbrand
G/R Tron
Mono-U Tron
I don't know what I've left out. Obviously some of these are not big in every meta but some stores have weird stuff, like my store has two guys that play Abzan Ally/Aristocrats decks so I included it.
If you guys post here, I will summarize all the answers. Please answer based on the core WB deck, not splashes, with the full 4 Souls, 4 Spectral, 4 Bitterblossom, and 4+ anthems.
So I am not using Spectral Procession at all. Pyromancer is on my "maybe chop" block but Monestary Mentor is rediculous. Like Hero of Bladehold, if you let me untap with a Mentor I can just flat out win the game in a couple turns. (I drop mentor usually T4 like Hero but leave up bolt to use at EOT, I then cast a Lingering Souls and Intangible Virtue T5 swung in for 8 (2 prowess on mentor and token off of bolt plus the +1/+1 from virtue). Then my opponent has to have a sweeper because I have 3 2/2 Prowess Monks, 2 2/2 Spirits and Mentor still in play. Pyromancer is far less explosive and is probably only a temporary include. I do love having access to Bolt, Helix and Terminate though.
Hey guys, I ran 2 ghost quarter in my mainboard alongisde 1 vault of the archangel. But due to the increased tron activity I took it out for a 3rd ghost quarter mainboard. Has vault as a 1 of proven to be useful? I started with 2, then 1 now none mainboard. MY meta is pretty tron flooded, about 5 people play it, 1 b/w tokens other than me, 1 affinity, 1 infect, 1 living end, 2 twin, 1 dredge, and probably 3 aggro decks depending on the week (burn, R/W, zoo etc...)
No on auto includes because they come into play tapped without 2 basics, so while maybe I could see having one or 2 maybe, def needs testing.
I hear you both that my deck is not BW tokens - I already knew that - but it is a tokens deck. I came with two questions, and the reason I am asking them here is because my deck has:
So my
twonow three questions are:Thanks again! and of course I'd be glad to chat off-forum with anyone about this!
All other available slots should be used for Sorin. You are going to need the life gain. Plus that and Siege Rhino alone I can see closing out games quite quickly. Reducing your 6 drops to 0 also opens up land (you should run 24) for other things. That might include abrupt decay. I say might because trying to fetch to get three colors by turn 3 to ensure triple white (which is what BW tokens is all about) is going to deal at least 4 damage to you, maybe more. With Bitterblossom and all that, we are talking about some substantial loss in tempo early.
I started with 3 Shambling Vents and 2 Windbrisks, but that was too many lands entering tapped so I went down to 2 of each. That worked way better. That said, I really like the Vents. It can provide the 3rd attacker to trigger a Windbrisk, or sometimes just a creature an opponent forgets about when trying to figure out their attacks. Although it doesnt hit for much, and I havent activated it all that often, when I have used it I have been happy with it.
One of the reasons for the splash is because i find auriok champion isnt well-rounded enough to be in the main. Like bitterblossom it has to be drawn at the right time against the right match-ups. If grixis or burn is a heavy part ofvyour meta, of course it is worth running. But in general, that leaves 4 open slots for a splash. And id rather not play a tidehollow.
The new gideon and sorin have greatly improved the power of all token builds. I think we can all agree these are the best plainswalkers for the deck. Their key strength is versatility. The red splash serves the same purpose as long as you are not getting greedy with the mana in running 4 spectral procession. Still testing to make bitterblossom work in this deck, if possible.
I am currently playing a Dega\Mardu Token Variant (still in very early testing stages) and it's been fun. Red also gives you access to Young Pyromancer to increase the value out of our token spells. I am still working out the details and thus the list isn't nearly complete but I have liked it so far.
So far it's been going alright. The main thing is being extra cautious. I never play one unless I have the ability to cast a spell in response to removal, or to immediately proc them. (Having 6 1cmc discard spells, 4 bolts and 4 paths have helped with that) I think the main thing is you force them to have an answer to each and every major token generator (New Giddy, Pyro, Mentor, Bitterblossom), that you only need 1 to take over the game. Couple that with the discard, it can become pretty hard for them not to take over the game. It's a work in progress for sure though.
Butcher of the Horde has a tendency to be a feel bad card when the opponent waits for u to sac your creatures and instant speed removes it. happened all the time to me during Standard when I ran him in the start of KTK block.
i don't think it be much different in modern. its pack full of removal like terminate, dismember, path to exile etc.
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I mean, if all you want to do is to force your opponent to answer everything, tokens is already built that way: from the hand disruption to the token generators to the anthem effects, the entire damn deck says "answer me or die!" I have won tons of games on the backs of 2 soldiers I cast turn two who went unanswered until it was too late.
I was a big fan of mardu tokens a few pages back and could dismiss the mana issues for a while, but when I played last week against what should have been an auto win and durdled with 4 lands and no red sources to be found, I realized how much I gave up for the red splash. That game should have been an auto win, but I got my ass kicked because I had the wrong stuff. Tokens works so well because two lands is totally manageable in modern with a minimum of life lost. I think a red splash for some sideboard stuff could be okay, but it will take a lot to convince me that giving up 3 life to cast bolt on turn 2 is worth it in a wide variety of scenarios.
Straining the mana to fit 4 spectral or play less spectral and have a better mana base and access to color splash? I prefer the latter.
Tron and merfolk are inherently terrible match-ups for the deck. Every deck has a flaw. Bw token is a deck that gets better the more turns pass so you cant really try to criticize\ improve this flaw. Can the deck be more well-rounded (without losing its gameplan)? Absolutely and that should be our goal, but no doubt merfolk and tron will be bad match-ups still. Bolt improves these matchups significantly, as well as mardu charms and fulmintors.
The red splash makes the deck more balanced based on testing since bolt and mardu charms are inherently multi-purpose cards. Better access to sidecards like fulminator mages, which are crucial against our bad match-ups, I dont think running less than 4 spectral makes this deck veer away from its gameplane, based on reasons i stated before. Just my two centz.
I almost always fetch basics after the T1 Godless Shrine. This maybe is easier since I don't have Spectral Procession, so the hardest mana requirements I have to deal with is B on T1 and WW on T2. If I have Auriok Champ, that's the only reason I would fetch/shock on T2, and hopefully he will pay me back the life pretty quickly.
The G can come later because abrupt decay is more versatile than Path so I hold them if I can. I have mapped out a new version that doesn't have Voice or Ooze or Creakwood, so getting that forest can be later when I have time. This should let me bring back Spectral Procession - I'll have to test.
Regarding T1 hand disruption: I run 4 Inquisition and only 2 TS for this reason. My additional disruption in the board is 2x Duress for Burn, Tron, combo decks.
Also, I often wait until T2, especially if I don't know what my opponent is playing. Another reason is then I see one more card in their hand. That saves me 2 life on the first fetch, and often 2 life in second fetch, because I sequence like this: T1 play fetch, pass, watch their first land/play, EOT fetch a Godless Shrine tapped. T2 Inquisition or TS and I'm still at 19 or 17. This guides my next play, if they have a great card fetch for a swamp to play second Inquisition or TS. Usually though, I have a good T2 land like Razorverge or Isolated chapel or Fetid Heath. If not, I just play second fetch and pass. If I need to crack it for Path I will, otherwise at the EOT I fetch for another shock (probably Temple Garden) and bring it in tapped and I have basically gained 4 life.
Burn (Atarka)
Merfolk
Zoo
Elves
Affinity
Infect
Bogles
Abzan CoCo
Soul Sisters
D&T
Abzan Liege
Hatebears
Abzan Ally/Aristocrats
Classic Abzan (Junk)
Jund
U/R Delver
Grixis Delver
Temur Delver
Grixis Control
UW Control
UWR Control
UWR Geist
Faeries
U/R Twin
Grixis Twin
Temur Twin
Scapeshift
Scapeshift w/ Through the Breach
Living End
Ad Nauseum
Amulet Bloom
Grishoalbrand
G/R Tron
Mono-U Tron
I don't know what I've left out. Obviously some of these are not big in every meta but some stores have weird stuff, like my store has two guys that play Abzan Ally/Aristocrats decks so I included it.
If you guys post here, I will summarize all the answers. Please answer based on the core WB deck, not splashes, with the full 4 Souls, 4 Spectral, 4 Bitterblossom, and 4+ anthems.
Thanks you very much DarkNightCavalier for the Sig.