Haven't seen much mention of this card, but for anyone expecting a huge influx of mono-red or zombies, I've been boarding in Fairgrounds Warden against those decks and have been pretty happy with it. It works especially well against red combined with Authority of the Consuls.
Personally, I feel like Censor killed this deck, as the control decks can run enough density of counter magic to keep your walkers off the board game one, and Supreme Will is just going to make things worse. It gets much better after sideboard, when you can board in a bunch of aggressive creatures, though. I originally built it because walkers also dodged most of the removal in the format, but they get hit by a lot of incidental removal these days.
It's still amazing against creature-based decks, (excluding Spirits, which is terrible) but I feel like counter-based control is going to see a large uptick.
I switched to UW Spirits during Marvalpocolypse, but with it banned I'm back on Mardu walkers. I don't have my list in front of me, but the main changes from before are going to 27 lands with 2 cyclers, swapping Heart of Kiran for Glorybringer, old Gideon for new, 2 Obs for new Lili, and 1 Sorin for a 4th Nahiri. The meta seems very creature-based and every single spell in my deck can remove or at least lock down a creature.
I think more discussion is in order on Commit // Memory vs Cast Out. They're very similar in that they are 4-mana splashable spells that take a nonland permanent off the battlefield without putting it into the graveyard. Neither is a permanent solution to a problem card, with Commit's card returning after 2 draws and Cast Out's returning on enchantment removal. Commit has the bonus of hitting things on the stack and when Cast Out's card comes back, it goes straight to the battlefield, so Commit is better against things with enter the battlefield triggers, but Cast Out is better against spells with cast triggers. Most of the time all that doesn't matter that much, though.
The thing I want to talk about is how these cards affect the way you should be building the rest of your deck, specifically with regards to mana.
Cast Out has cycling. Just as having cycling lands encourages you to play more lands, as you can mitigate flood by cycling unneeded lands, having cycling spells encourages you to run fewer lands, as you can mitigate screw by cycling spells.
Commit has the aftermath side of Memory. Memory costs a lot of mana, but lets you reset hand sizes if you've emptied your hand or fallen behind in the card advantage race. Thus, it's a way of mitigating flood. It costing a lot of mana also means that the result is likely to be you passing the turn with 6 lands tapped against an opponent who will be untapping, with you having 7 cards in hand and them having 8 after they draw. The only way this is going to work out for you is if you can cast your spells faster than your opponent can cast theirs with you being at a 6-mana disadvantage.
Cycling Cast Out and casting Memory should be considered fail states, because these are pretty subpar compared to using your mana in other ways. You cycle Cast Out when you are mana screwed or you cast Memory when you are mana flooded, so you should pick the spell that corrects the state where your deck is weakest, but adjust your deck so that the other fail state is less likely to happen. No deck operates well while mana screwed or flooded, but some decks are pretty fine when they are short a land and some decks have powerful top-ends or enough mana sinks that flooding isn't as bad.
The conclusion and TLDR of all of the above is that if you are running a deck with a low curve, you should add one more land than you would normally run and choose Commit // Memory over Cast Out. If your deck has a higher curve, you should run one less land than normal and choose Cast Out over Commit // Memory. Where that line lies isn't as obvious, but a good starting assumption would be that you should run Cast Out if you have Avacyn or the like in your deck, but Commit if it's the only 4-drop in your deck.
Went 3-1 at FNM and 4-0 at Game Day. Beat Esper Control x3, BW Zombies (not optimized), GB Delirium, Mono-white Tokens, Mardu Vehicles/Planeswalkers (kind of halfway in between the two). Lost to GW tokens. Instead of running cards like Avacyn and Gideon as a midrange plan, I wanted to be a bit leaner and more interactive as an aggro-control deck, so my curve ends at Commit // Memory and Dusk // Dawn. Those cards also help me avoid flooding out, because I can just use them to refill my hand.
I also neglected to order my Irrigated Farmlands in time, so I had to run 3 Meandering Rivers in their place. I think I had a Port Town come in tapped once because of that, but it mostly didn't matter.
It's a little heavier on 3-drops than I'd like, but the curve is extremely low for a planeswalker deck, with an average CMC of 2.59, and a curve of 8/8/15/8 (though it's effectively 7/8/16/8, because you aren't going to be releasing zero gremlins). I tried 22 lands initially but the only ways the deck has to mitigate flood are large Release the Gremlins and trying to get more spells to cast with Chandra, Torch of Defiance's exile ability. 21 seemed to be a better balance of flood vs screw.
It's seems to lack focus, but just shoved a bunch of hate cards in the main deck to punch through the metagame, which can be effective if the matches line up.
Personally, I've jumped ship to Jund (Arlinn, Liliana, Nissa, Chandra). Liliana isn't great as a walker in an aggressive deck, but sometimes you just want something with a lower cost to fuel Heart and trigger Oaths. I was able to get my average cmc down to 2.62 with 21 lands feeling right, with the 4 Oath of Nissas. I'm considering starting a new thread about aggressive planeswalker decks without the focus on what colors are in the deck.
EDIT: The most linear, aggressive version of this deck I could come up with, but haven't gotten a chance to test it yet. I wound up adding green to get all the most aggressive walkers in standard, which made the color requirements on the mana base extremely strict, so it's using Spire of Industry with Renegade Map as 4-color sources. This also means you're more likely to have an artifact for Unlicensed Disintegration. The problem is that the deck is so linear now I'm not sure how I'd sideboard with it. Probably throw some Nahiri, the Harbinger and Liliana, the Last Hope in there.
EDIT: I added a land after getting mana screwed a bit too much in initial goldfishes. After that I was getting turn 6 goldfish kills, which seems pretty good for a planeswalker deck. Initial tests are going pretty well so far, going 4-1 against a copy of David Brucker's top 8 BG constrictor deck, without sideboards.
http://magic.tcgplayer.com/db/article.asp?ID=14049&writer=Craig Wescoe&articledate=7-14-2017
http://www.gatheringmagic.com/kyleboggemes-07132017-ur-control-and-mardu-walkers-in-standard/
Personally, I feel like Censor killed this deck, as the control decks can run enough density of counter magic to keep your walkers off the board game one, and Supreme Will is just going to make things worse. It gets much better after sideboard, when you can board in a bunch of aggressive creatures, though. I originally built it because walkers also dodged most of the removal in the format, but they get hit by a lot of incidental removal these days.
It's still amazing against creature-based decks, (excluding Spirits, which is terrible) but I feel like counter-based control is going to see a large uptick.
The mistranslation is one of the more hilarious ones I've seen. "Look at this Nicol Bolas, it's coming for you!" ::shuffles it back into the deck::
I'll post it when I get home.
EDIT:
4x Aether Hub
2x Canyon Slough
4x Evolving Wilds
3x Inspiring Vantage
3x Mountain
1x Needle Spires
3x Plains
4x Shambling Vent
1x Smoldering Marsh
2x Swamp
3x Blessed Alliance
4x Unlicensed Disintegration
Planeswalkers (16)
4x Chandra, Torch of Defiance
4x Gideon of the Trials
2x Liliana, Death's Majesty
4x Nahiri, the Harbinger
1x Ob Nixilis Reignited
1x Sorin, Grim Nemesis
Creatures (2)
2x Glorybringer
Enchantments (8)
4x Oath of Chandra
4x Oath of Liliana
2x Eternal Scourge
1x Fatal Push
1x Gideon's Intervention
1x Fumigate
1x Kalitas, Traitor of Ghet
1x Liliana, the Last Hope
2x Release the Gremlins
3x Scrapheap Scrounger
1x Sweltering Suns
2x Transgress the Mind
The thing I want to talk about is how these cards affect the way you should be building the rest of your deck, specifically with regards to mana.
Cast Out has cycling. Just as having cycling lands encourages you to play more lands, as you can mitigate flood by cycling unneeded lands, having cycling spells encourages you to run fewer lands, as you can mitigate screw by cycling spells.
Commit has the aftermath side of Memory. Memory costs a lot of mana, but lets you reset hand sizes if you've emptied your hand or fallen behind in the card advantage race. Thus, it's a way of mitigating flood. It costing a lot of mana also means that the result is likely to be you passing the turn with 6 lands tapped against an opponent who will be untapping, with you having 7 cards in hand and them having 8 after they draw. The only way this is going to work out for you is if you can cast your spells faster than your opponent can cast theirs with you being at a 6-mana disadvantage.
Cycling Cast Out and casting Memory should be considered fail states, because these are pretty subpar compared to using your mana in other ways. You cycle Cast Out when you are mana screwed or you cast Memory when you are mana flooded, so you should pick the spell that corrects the state where your deck is weakest, but adjust your deck so that the other fail state is less likely to happen. No deck operates well while mana screwed or flooded, but some decks are pretty fine when they are short a land and some decks have powerful top-ends or enough mana sinks that flooding isn't as bad.
The conclusion and TLDR of all of the above is that if you are running a deck with a low curve, you should add one more land than you would normally run and choose Commit // Memory over Cast Out. If your deck has a higher curve, you should run one less land than normal and choose Cast Out over Commit // Memory. Where that line lies isn't as obvious, but a good starting assumption would be that you should run Cast Out if you have Avacyn or the like in your deck, but Commit if it's the only 4-drop in your deck.
4x Mausoleum Wanderer
4x Rattlechains
4x Selfless Spirit
4x Spell Queller
2x Bygone Bishop
2x Nebelgast Herald
Instants (11)
4x Censor
4x Commit // Memory
3x Negate
4x Declaration in Stone
2x Dusk // Dawn
Lands (23)
4x Irrigated Farmland
6x Island
3x Plains
4x Port Town
4x Prairie Stream
2x Westvale Abbey
4x Essence Scatter
1x Blessed Alliance
2x Bygone Bishop
3x Ceremonious Rejection
2x Dusk // Dawn
2x Nebelgast Herald
1x Negate
I also neglected to order my Irrigated Farmlands in time, so I had to run 3 Meandering Rivers in their place. I think I had a Port Town come in tapped once because of that, but it mostly didn't matter.
EDIT: Swapped 3x Always Watching and 1x Blessed Alliance for 4x Essence Scatter in the sideboard to help against midrange creatures.
4x Aether Hub
3x Blooming Marsh
2x Cinder Glade
4x Evolving Wilds
2x Forest
2x Mountain
2x Smoldering Marsh
2x Swamp
Planeswalkers
4x Arlinn Kord
4x Chandra, Torch of Defiance
4x Liliana, the Last Hope
4x Nissa, Voice of Zendikar
4x Heart of Kiran
Oaths
4x Oath of Chandra
4x Oath of Liliana
4x Oath of Nissa
Interaction/Flex Slots
3x Fatal Push
1x Release the Gremlins
3x Unlicensed Disintegration
2x Eternal Scourge
2x Kalitas, Traitor of Ghet
1x Ob Nixilis Reignited
2x Release the Gremlins
4x Scrapheap Scrounger
1x Unlicensed Disintegration
3x Walking Ballista
It's a little heavier on 3-drops than I'd like, but the curve is extremely low for a planeswalker deck, with an average CMC of 2.59, and a curve of 8/8/15/8 (though it's effectively 7/8/16/8, because you aren't going to be releasing zero gremlins). I tried 22 lands initially but the only ways the deck has to mitigate flood are large Release the Gremlins and trying to get more spells to cast with Chandra, Torch of Defiance's exile ability. 21 seemed to be a better balance of flood vs screw.
https://www.twitch.tv/videos/127991658?t=03h18m50s
It was at 0-1, but it's something.
https://youtu.be/ssQPTPn5k9I
He's apparently not a fan of Nahiri, but he also isn't running Heart of Kiran.
http://www.starcitygames.com/article/34700_Daily-Digest-Walking-Is-Better-Than-Driving.html
It's seems to lack focus, but just shoved a bunch of hate cards in the main deck to punch through the metagame, which can be effective if the matches line up.
Personally, I've jumped ship to Jund (Arlinn, Liliana, Nissa, Chandra). Liliana isn't great as a walker in an aggressive deck, but sometimes you just want something with a lower cost to fuel Heart and trigger Oaths. I was able to get my average cmc down to 2.62 with 21 lands feeling right, with the 4 Oath of Nissas. I'm considering starting a new thread about aggressive planeswalker decks without the focus on what colors are in the deck.
http://magic.wizards.com/en/events/coverage/gputr17/event-coverage/top-8-decklists-2017-02-26
Samuel Vuillot's winning deck sides into 3 Oath of Liliana, 3 Oath of Chandra, 4 Gideon, Ally of Zendikar, 2 Chandra, Torch of Defiance, 2 Nahiri, the Harbinger, and 2 Ob Nixilis Reignited, so 10 walkers and 6 oaths. It makes me want to try out an even-more aggressive configuration.
EDIT: The most linear, aggressive version of this deck I could come up with, but haven't gotten a chance to test it yet. I wound up adding green to get all the most aggressive walkers in standard, which made the color requirements on the mana base extremely strict, so it's using Spire of Industry with Renegade Map as 4-color sources. This also means you're more likely to have an artifact for Unlicensed Disintegration. The problem is that the deck is so linear now I'm not sure how I'd sideboard with it. Probably throw some Nahiri, the Harbinger and Liliana, the Last Hope in there.
4 Renegade Map
3 Oath of Chandra
2 Oath of Ajani
4 Heart of Kiran
4 Oath of Liliana
4 Unlicensed Disintegration
4 Nissa, Voice of Zendikar
4 Chandra, Torch of Defiance
4 Arlinn Kord
1 Swamp
2 Plains
4 Forest
2 Mountain
2 Blooming Marsh
3 Inspiring Vantage
2 Spire of Industry
3 Aether Hub
EDIT: I added a land after getting mana screwed a bit too much in initial goldfishes. After that I was getting turn 6 goldfish kills, which seems pretty good for a planeswalker deck. Initial tests are going pretty well so far, going 4-1 against a copy of David Brucker's top 8 BG constrictor deck, without sideboards.