I would have to disagree that control is a bad matchup for a mono white version (Not sure if you were saying that it's a bad matchup or that it's just worse than against UW). In my testing, control - specifically the ever popular Nahiri control - is an amazing matchup that i'd probably put at 85-15. I have had zero issues against it. There's a slightly worse time had against UWx thopter decks, but i'd still probably put them at around 70%.
I will agree though that combo decks are abysmal. Scapeshift and Tron are by far the two decks that I hate to see, but every deck needs bad matchups and i'm fine being favored in every tier one matchup sans tron.
So currently i'm running Wayfarer's bauble in my deck as a 2 of to help ramp, obviously, and it has been decent as a turn one play in most games. It's not something that I want to see past turn 6, but if it's in the opener I'm always happy to have it. Just wondering some other thoughts on this. Is ramp worth including whatsoever? Are there better cards at the one slot for two slots in the deck? Other options that i've thought of are Thraben inspector and Sunbeam Spellbomb. The spellbomb was cool when I played it because it's basically wall of omens #5 that helps recoup my life against things like burn while i'm waiting to jam down kitchen finks, but I can't be certain how good it is.
I said, "It suffers from severely weakened matchups with combo decks and certain other control decks." I think where we disagree is in how we categorize decks. Scapeshift (the UGR builds with Cryptic Commands, NOT the Titan-Shift builds) and Tron are actually control decks, not combo decks. Combo decks are racing to assemble key cards and win outright as soon as possible. Scapeshift is just the finisher for its namesake, occurring later when the deck already has control. RG Tron is more borderline, but a Karn is less a "wins now" card than a massive control engine, designed to remove threats faster than the opponent can play them and lock out their hand. The fact that it lands quickly doesn't change the fact that is a grindy, control play (versus assembling an engine).
We don't have much issue with UW or UWx builds, as we can just outlast them. Those are the sort of control decks we do beat, because their strategy involves endurance and often the combat step, which we can do better.
As far as ramp, Mind Stone is probably better than Bauble. It's less essential to pull lands to mana-fix if you're mono-white, and the Stone can cantrip later. Inspector and Spellbomb have been discussed. The inspector is a marginal play that some people like, but I find particularly mana-inefficient versus Wall of Omens. If you have 4 Walls, then maybe consider Inspector. As far as Spellbomb, well, it's basically weaker in some matches than Lone Missionary in most matches that Missionary is good (because Missionary can chump, be targeted by Flickerwisp or PtE as needed) and stronger in others (the matches where life total doesn't matter). Given that, I'd rather play the stronger card, and just SB out Missionary when it's weak. If you need more life gain in your meta, it's a decent choice. The blue spellbomb served similarly way back, as a meta-choice to counter Twin.
I have also switched to the monoW version of this deck. Tron matchups are very bad even with the UW version, so I didn't see much use for the splash, aside from Supreme Verdict. And with the addition of Thraben Inspector, monoW gets a lot of cantrips and consistency. This version is very good against most tier one decks but, like someone mentioned above, I've thrown away the Tron matchup. Scapeshift is still ok, if you can land a bunch of Lone Missionaries. Here's the list:
SB is more geared towards Tron and Affinity, since one is the bad matchup and the other is abundant in my meta. Including things like Chalice of the Void, Nevermore, Stony Silence.
I'm not a fan of Leonin Arbiter in this deck. Sure, the interaction with Ghost quarter is fine, but I think there are better things to be doing. I'm personally including 2 Fiend Hunter in my list alongside Blasting Station for the infinite combo with sun titan; mostly to have game against UWx Thopter decks as without the combo that matchup is pretty unbeatable if they get the combo going.
Gideon seems like a fine beater or later game protection plan, but I much prefer the 3rd sweeper in that slot because of the sheer number of decks that can't handle a wrath.
Lastly, in regards to the SB, I have found suppression field to be the best card to include against tron, affinity, or most combo decks, which include two of the three things that the deck is truly weak to (scapeshift omitted). It doesn't do anything against storm, but it hits Melira Combo, Ad Nauseam, Kiki, Goryo (griselbrand), and planeswalkers in general - something else that we have problems with. I'm almost thinking of moving up to three in the board just because of how useful it has proven. I Think it's just better than Stony Silence.
I love this deck! It's fun to play with a bit of a headache every time. However, I really don't like using Pilgrim's Eye that much. I know it is vital for us to get all the Plains with this card but I am thinking of using this:
> Instead of 3-4 Pilgrim's Eye, could we replace 2-3 of those with Traumatic Visions? We could use the basic land cycling ability early game then reserved counterspell afterwards.
> I've also injected 2 Thraben Inspector and 1 Mulldrifter for added draw engine (although I am not too sure with the latter).
Traumatic Visions is completely impractical to actually use. On top of that, we generally want our early plays to affect the board state.
If you look back over the last few pages, you'll find Eye vs Hussar vs Skyspawner all discussed at length. I prefer Hussar, but some prefer the others. All are viable.
I played this list at a small local modern tournament. There were about 10 people, mostly playing elves and tron.
I'm really interested in adding reveillark to this archetype, but I'll have to wait until I acquire them. In the meantime, I wanted to try thraben inspector and everyone's favorite flying fish, mulldrifter. I really disliked pilgrims eye and court Hussar in the original list, as they always under performed. Turns out, Mulldrifter worked out awesome for me. I liked evoking him for two cards, on turn three which usually resulted in another land, and having a 5 drop was nice. He was relevant in all the games I played him. Attacking for 2, and then flicking him with flickerwisp is gross. I've never had more draws playing modern before.
The inspector was nice, not ground breaking, but I like having the option of playing two creatures on turn 3, even just as a blocker. Investigate was nice to give me options with extra mana, but sometimes they just sat there some games.
rune snag over performed for me. It always seemed relevant. I liked that it can hit creatures too. Probably a meta call, but I liked it for Modern decks with tight curves and mana bases. It was also nice playing a second one. For me, this worked better than Negate or mana leak.
Tourney report 1 - 1 - 2
Match 1 - win
Casual player with Standard precon deck. Not much to say, although some big 7/7 6-drop had me worried for a couple turns. Every card performed as it should have.
Match 2 - tron - loss
Game 1 - turn 3 Karn.
Game 2 - Win! Kept a weird hand with Ghost Quarter and eventually locked him out with Sun Titan. Drew two Detention spheres at the right time to Exile his threats to deal lethal with the Titan.
Game 3 - loss to aweful tronness. I misplayed a rune snag, but I don't think it would have mattered. Stuck at one land after Karn and a countered Ulamog. Took him about 6 turns to find a threat, and I drew poorly.
Match 3 - BW midrange - draw
Game 1 - swarmed by spirit tokens buffed by Sorin.
Game 2 - Really long game. Board stalled by blood baron of vizkopa. Mulldrifter blocked the pro white dude like a champ. I had three emeria triggers eventually. Drew a ton of card with mulldrifter and I had to discard a lot. A good problem to have. I basically had to dig for a wrath to win.
Game 3 - Countered a bunch of lingering souls. Board stalled by blood baron again. Got emeria online, only to ping blood baron to death with mortar pod. Game went to time. I had the win in a couple of turns.
Match 4 - standard Eldrazi deck - loss
Game 1 & 2 - this deck struggles with big on curve creatures, eldrazi tokens, and planeswalkers. Couldn't pull ahead. Emeria Titan doesn't handle large creatures well or planeswalkers. Standard decks with big late games can make for fun matches though.
Anyways I'm happy with this list right now. I may go up to 4 titans and go down one missionary. I thought about going down to 3 drifters, but he is replacing two cantrip cards from the original list, so I think 4 is good.
I was thinking of building a mono-W version of this deck as a budget entry into Modern. I saw the Titan/Hunter/Station combo on my own and did some googling to see if anyone else worked on it, which led me here.
One thing I am strongly considering that I don't being discussed is also having a Kitchen Finks/Anafenza/Station combo in the deck as well. I saw early on some Lone Missionary vs. Finks discussion in favor of missionary, but I think that an infinite combo option might swing that door the other way. When we aren't comboing, it seems like Anafenza may also provide some value on it's own with all the creature recursion.
Thoughts? Am I way off base? Is there enough value in Missionary to consider both?
Thanks for any advice you can give. Be gentle, I've never played a single game of modern.
First off, mono-W is a fine budget entry. Just note that your game against combo and other control will be more difficult (read: nearly unwinnable). You should still crush most creature- or attrition-based decks handily.
As for the combo, Titan/Hunter/Station was selected because Titan is already in the deck, and Station is near enough to a card that many people already liked (Mortarpod). Fiend Hunter was the only needed addition, and it's pretty decent anyway. I personally don't run the combo, as the UW deck is a bit more cramped (I don't even run Mortarpod, so Station and Hunter can't fit). Additionally, I've found that if Sun Titan sticks, I'm probably winning the game anyway. However, if you don't have countermagic to protect your edge, winning immediately is a nice plan.
Finks are perfectly serviceable over Missionary. If you're already running Station and Finks, then Anafenza could fit right in pretty easily. The deck would have a bit of a different style to it, but there is no reason it can't work. I just don't see Anafenza as being good enough on her own. to justify it. But on the bright side, sometimes an early attacker on an open board is a good thing.
Just remember than mono-W does not have the digging potential of UW or even GW. This means that even with cheaper combo-pieces, it will take you longer to assemble.
Thanks for the reply, you seem to be onboard with most of my ideas. Also thanks for the sample, it includes some things I wasn't strongly considering. (For example, I looked at mind stone and rejected it.)
I had also read that many aren't that sold on Flickerwisp; I'm not sure I am either, so may be using Pilgrim's eyes or possibly even aven's mindcensor (sideboard?) as my flyer base. Still, this gave me some thoughts and ideas and confirmed I'm not completely crazy.
Flickerwisp is one of those cards that looks very easy to cut and not feel it. That actually turns out to be wrong. First, it helps to get more milage of of all our EtB effects. Next, it removes tokens outright. It can also reset a Ring or Hunter to a more important target, or set back an opposing PW about to ultimate. Most importantly, a 3-power flyer is a fair bit of pressure that we don't have, otherwise. Consider just how good he is with Anafenza: it should be easy to cast him on turn 4 as a 5/3.
It's not necessary for the deck, but it does a lot. You can certainly play less or try to replace it, but Eye is not a card to do it with. But they do go great together.
I am currently running mono white with the station combo included. Really, the combo has only proven useful against thopter foundry decks because as buddy guy said, if you stick a titan you're probably winning anyway. I'm sure that it's probably useful against lantern as well, so if those two decks are prevalent in your area I'd say go all in on that combo. Otherwise, I have the station as a one of, hunter as a two of because I like its utility.
As for the rest of the deck, I run 4 finks and 2 missionaries, and they really do work. Finks in UW's missionary slot, and missionary is going halfsies on the court hussar slot with fiend hunter. In mono white, you have a bit of room for experimentation, for example I am running a one of Sunbeam Spellbomb as well as an additional source of lifegain to try and help put me out of range agaisnt decks like burn and storm, as well as a source of sacable card advantage if I can't get a station to stick. You have a lot more room to try out new things, so feel free to experiment for yourself.
Flickerwisp, especially in the mono white version, is one of if not the best card in the deck. It's the win condition if the opponent is going after your titans, you have the play of Emeria back a titan bringing back a wisp, targetting the titan to grab back whatever else netting you effectively a free 3/1 flier. It removes tokens, resets planeswalkers that are about to ultimate, resets kitchen finks, and if it matters to your build (I've only seen this once before but) it provides two devotion. Its a threat the opponent doesn't classify as a threat and should never be cut due to its utility.
as for the anafenza combo, I tried it out and can report that anafenza is kind of bad outside of being a combo piece. The bolster seldom matters, and she doesn't have any extra abilities, and is a terrible top deck later game. I would say if you want to include a combo, it's either include anafenza or fiend hunter, and hunter is just the better card between the two.
Just want to comment on the Flickerwisp discussion.. it has been very useful in the deck. I have gone from 3 wisp, then 3 wisp and a resto angel, 3 wisp and a pilgrim's eye, then finally just plain 4 wisps in the main. The ability to blink permanents is useful when resetting Detention Spheres, Mortarpods and planeswalkers.
Flickerwisp is a card I believe should never be cut from neither the Mono W nor the UW build. It just has way too much synergy in the deck and presents an evasive clock if you can't get Sun Titan online for some reason. For those of you running Skyspawner it works really well as just one of each is 5 in the air per turn. I've won games by blinking Skyspawner to clog the ground and going airborne for repeated damage.
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Believe me, no one here is saying Restoration Angel is bad. It tends to go one of the things that's good after (and especially with) Flickerwisp. It's just often cut for space reasons. The other poster also was trying to fit double combos and mentioned a budget keeping them off UW, so I didn't mention it.
Often, Restoration Angel is played over Titan #4, as well.
I was aware of Resto, but didn't look too closely at it due to the 4 CMC. Obviously a very powerful card, I'll take a closer look at. It's not so expensive that it's out of the question.
Well, a playset of Restoration Angels is a bit more than a playset of Fountains, and a bit less than a playset of Strands. With those choices, I'd sooner start pivoting into UW add angels to the mono-W list.
I've been toying with a BW version running Ravenous Rats and some hand disruption. Sin Collector from the board should help against combo. T2 Rat T3 Flickerwisp can slow down some opponents, but Rats quickly becomes worse than Wall of Omens - a lot of decks can operate from their top deck somewhat efficiently.
The only Black in the deck is 4 Rats, one Seal of Doom and 2 Dismember. Board has Sin Collector, Duress, Thoughtseize and Surgical Extraction. Chittering Rats being BB is though, and with the amount of fetchlands in the format, probably not that powerful anyways. Tidehollow Sculler with a sac outlet is sweet and makes me want to put the Station/Hunter combo in the list, but that takes a lot of room in the deck.
---
Another option I've been pondering is going heavier in the ramp direction with Sakura Tribe Elder, Wood Elves and possibly Ulvenwald Hydra to tutor up lands. MAybe something like Tireless Tracker can help give us a plan in case our graveyard is denied.
I haven't tried it yet... but it mostly looks like a bad ramp deck lol.
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I said, "It suffers from severely weakened matchups with combo decks and certain other control decks." I think where we disagree is in how we categorize decks. Scapeshift (the UGR builds with Cryptic Commands, NOT the Titan-Shift builds) and Tron are actually control decks, not combo decks. Combo decks are racing to assemble key cards and win outright as soon as possible. Scapeshift is just the finisher for its namesake, occurring later when the deck already has control. RG Tron is more borderline, but a Karn is less a "wins now" card than a massive control engine, designed to remove threats faster than the opponent can play them and lock out their hand. The fact that it lands quickly doesn't change the fact that is a grindy, control play (versus assembling an engine).
We don't have much issue with UW or UWx builds, as we can just outlast them. Those are the sort of control decks we do beat, because their strategy involves endurance and often the combat step, which we can do better.
As far as ramp, Mind Stone is probably better than Bauble. It's less essential to pull lands to mana-fix if you're mono-white, and the Stone can cantrip later. Inspector and Spellbomb have been discussed. The inspector is a marginal play that some people like, but I find particularly mana-inefficient versus Wall of Omens. If you have 4 Walls, then maybe consider Inspector. As far as Spellbomb, well, it's basically weaker in some matches than Lone Missionary in most matches that Missionary is good (because Missionary can chump, be targeted by Flickerwisp or PtE as needed) and stronger in others (the matches where life total doesn't matter). Given that, I'd rather play the stronger card, and just SB out Missionary when it's weak. If you need more life gain in your meta, it's a decent choice. The blue spellbomb served similarly way back, as a meta-choice to counter Twin.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
SB is more geared towards Tron and Affinity, since one is the bad matchup and the other is abundant in my meta. Including things like Chalice of the Void, Nevermore, Stony Silence.
Thoughts?
I'm not a fan of Leonin Arbiter in this deck. Sure, the interaction with Ghost quarter is fine, but I think there are better things to be doing. I'm personally including 2 Fiend Hunter in my list alongside Blasting Station for the infinite combo with sun titan; mostly to have game against UWx Thopter decks as without the combo that matchup is pretty unbeatable if they get the combo going.
Gideon seems like a fine beater or later game protection plan, but I much prefer the 3rd sweeper in that slot because of the sheer number of decks that can't handle a wrath.
Lastly, in regards to the SB, I have found suppression field to be the best card to include against tron, affinity, or most combo decks, which include two of the three things that the deck is truly weak to (scapeshift omitted). It doesn't do anything against storm, but it hits Melira Combo, Ad Nauseam, Kiki, Goryo (griselbrand), and planeswalkers in general - something else that we have problems with. I'm almost thinking of moving up to three in the board just because of how useful it has proven. I Think it's just better than Stony Silence.
Modern:
GR Tron
WU Emeria Control
Legacy:
R Painter
Commander:
Atraxa Superfriends
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
> Instead of 3-4 Pilgrim's Eye, could we replace 2-3 of those with Traumatic Visions? We could use the basic land cycling ability early game then reserved counterspell afterwards.
> I've also injected 2 Thraben Inspector and 1 Mulldrifter for added draw engine (although I am not too sure with the latter).
Thoughts?
If you look back over the last few pages, you'll find Eye vs Hussar vs Skyspawner all discussed at length. I prefer Hussar, but some prefer the others. All are viable.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
3x Flickerwisp
4x Lone Missionary
4x Mulldrifter
3x Sun Titan
4x Thraben Inspector
4x Wall of Omens
Instant (8)
4x Path to Exile
4x Rune Snag
2x Mortarpod
Land (23)
4x Emeria, The Sky Ruin
4x Flooded Strand
3x Ghost Quarter
4x Hallowed Fountain
1x Island
7x Plains
Sorcery (2)
2x Supreme Verdict
3x Detention Sphere
2x Ojutai's Command
2x Disenchant
1x Dismember
1x wrath of god
3x Phyrexian Revoker
3x Spellskite
1x Supreme Verdict
2x negate
I played this list at a small local modern tournament. There were about 10 people, mostly playing elves and tron.
I'm really interested in adding reveillark to this archetype, but I'll have to wait until I acquire them. In the meantime, I wanted to try thraben inspector and everyone's favorite flying fish, mulldrifter. I really disliked pilgrims eye and court Hussar in the original list, as they always under performed. Turns out, Mulldrifter worked out awesome for me. I liked evoking him for two cards, on turn three which usually resulted in another land, and having a 5 drop was nice. He was relevant in all the games I played him. Attacking for 2, and then flicking him with flickerwisp is gross. I've never had more draws playing modern before.
The inspector was nice, not ground breaking, but I like having the option of playing two creatures on turn 3, even just as a blocker. Investigate was nice to give me options with extra mana, but sometimes they just sat there some games.
rune snag over performed for me. It always seemed relevant. I liked that it can hit creatures too. Probably a meta call, but I liked it for Modern decks with tight curves and mana bases. It was also nice playing a second one. For me, this worked better than Negate or mana leak.
Tourney report 1 - 1 - 2
Match 1 - win
Casual player with Standard precon deck. Not much to say, although some big 7/7 6-drop had me worried for a couple turns. Every card performed as it should have.
Match 2 - tron - loss
Game 1 - turn 3 Karn.
Game 2 - Win! Kept a weird hand with Ghost Quarter and eventually locked him out with Sun Titan. Drew two Detention spheres at the right time to Exile his threats to deal lethal with the Titan.
Game 3 - loss to aweful tronness. I misplayed a rune snag, but I don't think it would have mattered. Stuck at one land after Karn and a countered Ulamog. Took him about 6 turns to find a threat, and I drew poorly.
Match 3 - BW midrange - draw
Game 1 - swarmed by spirit tokens buffed by Sorin.
Game 2 - Really long game. Board stalled by blood baron of vizkopa. Mulldrifter blocked the pro white dude like a champ. I had three emeria triggers eventually. Drew a ton of card with mulldrifter and I had to discard a lot. A good problem to have. I basically had to dig for a wrath to win.
Game 3 - Countered a bunch of lingering souls. Board stalled by blood baron again. Got emeria online, only to ping blood baron to death with mortar pod. Game went to time. I had the win in a couple of turns.
Match 4 - standard Eldrazi deck - loss
Game 1 & 2 - this deck struggles with big on curve creatures, eldrazi tokens, and planeswalkers. Couldn't pull ahead. Emeria Titan doesn't handle large creatures well or planeswalkers. Standard decks with big late games can make for fun matches though.
Anyways I'm happy with this list right now. I may go up to 4 titans and go down one missionary. I thought about going down to 3 drifters, but he is replacing two cantrip cards from the original list, so I think 4 is good.
I was thinking of building a mono-W version of this deck as a budget entry into Modern. I saw the Titan/Hunter/Station combo on my own and did some googling to see if anyone else worked on it, which led me here.
One thing I am strongly considering that I don't being discussed is also having a Kitchen Finks/Anafenza/Station combo in the deck as well. I saw early on some Lone Missionary vs. Finks discussion in favor of missionary, but I think that an infinite combo option might swing that door the other way. When we aren't comboing, it seems like Anafenza may also provide some value on it's own with all the creature recursion.
Thoughts? Am I way off base? Is there enough value in Missionary to consider both?
Thanks for any advice you can give. Be gentle, I've never played a single game of modern.
First off, mono-W is a fine budget entry. Just note that your game against combo and other control will be more difficult (read: nearly unwinnable). You should still crush most creature- or attrition-based decks handily.
As for the combo, Titan/Hunter/Station was selected because Titan is already in the deck, and Station is near enough to a card that many people already liked (Mortarpod). Fiend Hunter was the only needed addition, and it's pretty decent anyway. I personally don't run the combo, as the UW deck is a bit more cramped (I don't even run Mortarpod, so Station and Hunter can't fit). Additionally, I've found that if Sun Titan sticks, I'm probably winning the game anyway. However, if you don't have countermagic to protect your edge, winning immediately is a nice plan.
Finks are perfectly serviceable over Missionary. If you're already running Station and Finks, then Anafenza could fit right in pretty easily. The deck would have a bit of a different style to it, but there is no reason it can't work. I just don't see Anafenza as being good enough on her own. to justify it. But on the bright side, sometimes an early attacker on an open board is a good thing.
15 Plains
2 Emeria, the Sky Ruin
4 Evolving Wilds
4 Ghost Quarter
Creatures (22)
3 Anafenza, Kin-Tree Spirit
4 Wall of Omens
3 Fiend Hunter
4 Flickerwisp
4 Kitchen Finks
4 Sun Titan
4 Path to Exile
2 Oblivion Ring
3 Wrath of God
4 Mind Stone
2 Blasting Station
Just remember than mono-W does not have the digging potential of UW or even GW. This means that even with cheaper combo-pieces, it will take you longer to assemble.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
I had also read that many aren't that sold on Flickerwisp; I'm not sure I am either, so may be using Pilgrim's eyes or possibly even aven's mindcensor (sideboard?) as my flyer base. Still, this gave me some thoughts and ideas and confirmed I'm not completely crazy.
It's not necessary for the deck, but it does a lot. You can certainly play less or try to replace it, but Eye is not a card to do it with. But they do go great together.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
As for the rest of the deck, I run 4 finks and 2 missionaries, and they really do work. Finks in UW's missionary slot, and missionary is going halfsies on the court hussar slot with fiend hunter. In mono white, you have a bit of room for experimentation, for example I am running a one of Sunbeam Spellbomb as well as an additional source of lifegain to try and help put me out of range agaisnt decks like burn and storm, as well as a source of sacable card advantage if I can't get a station to stick. You have a lot more room to try out new things, so feel free to experiment for yourself.
Flickerwisp, especially in the mono white version, is one of if not the best card in the deck. It's the win condition if the opponent is going after your titans, you have the play of Emeria back a titan bringing back a wisp, targetting the titan to grab back whatever else netting you effectively a free 3/1 flier. It removes tokens, resets planeswalkers that are about to ultimate, resets kitchen finks, and if it matters to your build (I've only seen this once before but) it provides two devotion. Its a threat the opponent doesn't classify as a threat and should never be cut due to its utility.
as for the anafenza combo, I tried it out and can report that anafenza is kind of bad outside of being a combo piece. The bolster seldom matters, and she doesn't have any extra abilities, and is a terrible top deck later game. I would say if you want to include a combo, it's either include anafenza or fiend hunter, and hunter is just the better card between the two.
Modern:
GR Tron
WU Emeria Control
Legacy:
R Painter
Commander:
Atraxa Superfriends
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Modern ------------------------- WU Azorius Titan Midrange
Commander ------------------- WUG Derevi, Empyrial Tactician
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Often, Restoration Angel is played over Titan #4, as well.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
================================
Selfless Soul
1W - Rare
Creature - Spirit
Flying
Sacrifice Selfless Soul: Creatures you control gain indestructible until end of turn.
2/1
================================
Boardwipe with Supreme Verdict and sac Selfless Soul to keep your creatures alive if needed. Bring back with Emeria or Sun Titan for more love.
Modern
C Colorless Eldrazi Stompy C
WUGC Bant Eldrazi CGUW
WBG Doran Formation GBW
Legacy
C Eldrazi Stompy C
Multiplayer Commander
GR Omnath, Locus of Rage RG
WU Brago, King Eternal UW
BG Slimefoot, the Stowaway GB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
I was aware of Resto, but didn't look too closely at it due to the 4 CMC. Obviously a very powerful card, I'll take a closer look at. It's not so expensive that it's out of the question.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
The only Black in the deck is 4 Rats, one Seal of Doom and 2 Dismember. Board has Sin Collector, Duress, Thoughtseize and Surgical Extraction. Chittering Rats being BB is though, and with the amount of fetchlands in the format, probably not that powerful anyways. Tidehollow Sculler with a sac outlet is sweet and makes me want to put the Station/Hunter combo in the list, but that takes a lot of room in the deck.
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Another option I've been pondering is going heavier in the ramp direction with Sakura Tribe Elder, Wood Elves and possibly Ulvenwald Hydra to tutor up lands. MAybe something like Tireless Tracker can help give us a plan in case our graveyard is denied.
I haven't tried it yet... but it mostly looks like a bad ramp deck lol.