I honestly don't think that we need it, if we needed an non-plains utility land that created a 1/1 in order to help us grind in the late game we already have Westvale Abbey and Legion's Landing. Having utility lands in the deck is great but not being a plains can set you back when trying to assemble Emeria, the Sky Ruin.
If you do end up investing in the fetches I'd suggest a playset of Flooded Strand first followed by Windswept Heath / Prismatic Vista. FS can be easily be ported to a UW build WH / PV are the cheapest I think.
Before you purchase anything make sure to proxy it and playtest at your LGS or online at cockatrice.
Unless I'm mistaken hex parasite and giant killer do different things right?
I agree with your assesment of the control matchup. Though it is harder with the mono white archetype. You're still playing towards emeria but you want to keep up BB for when they destroy with FoR.
What do you think about potentially shaving 1 - 2 Flickerwisp for Vesperlark once ELD hits?
@fruitloops75
To break down what coffeeortea suggested
- interaction for the walkers in d-sphere and veto
- additional card advantage in hussar
- less creature removal
If I could offer my own advice too, If I was metagaming for control strategies then I would also want Champion of Wits and Teferi, Time Raveler. CW is a nice recursive threat that allows you to discard dead removal and get around opposing counter-magic with its Eternalize ability. Tefferi is low cost and therefore potentially recursive planeswalker that can generate card advantage and shut off opposing counter-magic.
Its possible that you want GQ side and BZ main, or an additional fetch / utility land over the third Hallowed Fountain. Honestly this build looks pretty decent, but I'd like to find a way to add Kami of False Hope to the main if I was to play it. No Brought Back is sad, but getting access to 4 x Dovin's Veto and 4 x Ranger-Captain of Eos probably improves the tron matchup.
When boarding you would probably want
Side in
0 - 1 Burrenton-Forge Tender
1 Blast Zone
2 - 3 Remorseful Cleric
1 Dovins Veto
1 Sorcerous Spyglass
1 Ranger-Captain of Eos
0 - 1 Detention Sphere
2 Teferi, Time Raveler
Side out
0 - 1 Ghost Quarter
4 Path to Exile
0 - 1 Charming Prince
1 Winds of Abandon
2 Flickerwisp
2 Supreme Verdict
You normally want some removal to hedge against their creature angel package but usually not much, d-sphere should be enough. If its UWR control you probably want BFT, personally I would probably play 25 land and 3rd Remorseful Cleric before the 4th Charming Prince but I'm not sure if that's actually correct.
Here's a question for you guys, what do you think of Mistveil Plains position in our deck with the release of Charming Prince? I've personally played the card in the past and found it clunky and awkward. However, it does have synergies with Ranger-Captain of Eos when you need to tutor a creature.
Basically, the feel bad moments of having only a Ranger-Captain of Eos on board and Flickerwisp in hand with no cmc 1 to tutor for will increase with Charming Prince. I've been of the mindset that if you have had access to all of your one drops, the game has probably gone on long enough for you to accumulate enough advantage to win regardless.
That's not always the case against control archetypes. Plus Mistveil Plains can allow us to tuck a Kami of False Hope for when we reanimate Ranger-Captain of Eos. This is so we can play around instant speed interaction by sacrificing the ranger before we play Kami of False Hope ensuring that we can then sacrifice kami on our opponents turn without it being removed at eot.
Both scenario's are kinda fringe, and like I said I'm mostly opposed to the idea but open to feedback. If I had to make room I'd probably want to remove another utility land or go up to 25 lands total and I'm not sure it's worth it.
Omagosh, I can't believe I missed this, it doesn't even die to W&6! I remeber thinking earlier this year how a UW costed 2/2 with modal scy 2 gain 3 would be awesome. This is so much better, It's so beautiful
Sorry, my laptop is on the fritz so I'm typing from mobile. Anyway, were you playing against tempo or control? Tempo is bad for us but I feel like the control matchup has gotten worse over time. It used to be that if you stuck a crucible of worlds you won the match. Now though between their powerfull planeswalkers, countermagic and FoR they don't give us enough time to assemble our gameplan. I'd say were a dog at 40 - 60. Your best bet is to lock them out with RCoE on crucial turns, i.e. to slam Sun Titan or stop Teferi. Ìd also recommend saving your Brought Back for when they tap out other to activate FoR on our Emeria. Lastly, you can still run them over with Thraben Inspectors, control players never respect the 1/2 and it'll chip away in the background until they're low enough for you to steal a win.
I will say that the mono white build can generally draw more cards then a GW splash. In our games I had 15 cards left in library while my opponent had 30. That said, my opponents toolbox package was really awesome allowed them to find bombs like Sun Titan and Remorseful Cleric.
Brought Back was mvp on my side of our matches, it allowed me to bounce back from all of the wrath effects, tailor creature combat, generate card advantage, and match them on lands. I probably wouldn't have won without it.
I've gone up to 25 lands in the main in the past and liked it. I'm not sure what I would want to cut though, as my usual flex slots aren't in the deck i.e. Gideon Jura. I also don't think I'd want to cut the Crucible of Worlds for it, as crucible has almost always overperformed.
I think I'm going to test out the Flagstones of Trokair route, the only issue I've had with it in the past is that if you can't go above 6 - 7 colorless lands and still expect to cast you W on turn one or WW on turn three. That said, a painless manabase would be nice and I haven't revisted that manabase since Brought Back was legal. It could work out well.
While BB probably isn't worth playing without the fetchands you may be able get away with Flagstones of Trokair and Ghost Quarter as a budget option.
I could see going to two Blast Zone in the main, as it's incredibly flexible but I'd want to go up to 25 lands in the main and side the Ghost Quarter. I like Blast Zone but it really hurts our primary Emeria, the Sky Ruin game-plan. It's hard to explain, but the reasoning behind the Blast Zone in the side and Ghost Quarter main is that I wanted to add to our pre-existing land destruction game-plan to hedge percentage points. Basically I don't think the odds of me drawing into a one of Blast Zone, in game one, in the exactly right matchup are good. As opposed to drawing into a five of, in game one, in exactly the right matchup.
That said, Blast Zone is a really good card and has saved my bacon multiple times. Also, it doesn't interact with Blood Moon the way you'd want it too.
The interaction between GQ and Brought Back is that you can essentially go up a land drop, but it can also help turn your extra Field of Ruin or Emeria, the Sky Ruin into Plains if you have too many. Also just being able to Ghost Quarter your opponent multiple times is good too.
Anyway, just finished a league, went 4 - 1 against Boggles, Thopter Sword, Scapeshift, GDS, and Jund. Lost to Scapeshift, not much can help that matchup especially when they have Teferi, Time Raveler to get around your Ranger-Captain of Eos.
I wouldn't mind playing the Thopter Sword matchup more, as it was extremely close and they can combo out of nowhere but my opponent scooped to me chaining Kami of False Hope. I'm not sure if that means they don't have an out to the lock in game one.
So Stoneforge Mystic hype aside, has anyone else actually playtested this card? I bought my copies on mtgo but after testing I'm not sure I'm going to be buying in paper.
The artifacts you can tutor have felt clunky and awkward, and in my experience they don't actually help you win the matches you would have lost otherwise. For example Lone Missionary is better against Green Tron not because it gains four life but because it's a 2/1 for two mana. Tron especially is a match were you really have to play to board quickly, get your threat out, get your disruption and go.
That said If my LGS was extremely hostile towards the graveyard, I would consider playing Stoneforge Mystic as an alternate win condition.
On a seperate note, I'm wondering if I should still have a singleton On Thin Ice to act as a fifth Path to Exile. I really liked it back in the days of Hogaak and UR Pheonix but I think I'd want to trim a Lone Missionary to include it. Blast Zone is a concern and I believe the artifact and enchantment hate in sideboards has increased too, since SFM became legal. I'll have to think on it.
Brought Back is similar to Flickerwisp in the sense that it can be used to recur our etb effects. However being able to target any permanent allows for some interesting interactions with our utility lands. For example if you have two Prismatic Vista and two Brought Back you pretty much guarantee yourself six land drops and an active Emeria, the Sky Ruin by turn four.
Its more than that though, it's basically like a glue that holds the deck together. Need to guarantee you survive another turn against Tron, Dredge, or Aggro sacrifice your Ranger-Captain of Eos, Kami of False Hope, or Remorseful Cleric. Your rock opponent is making you sacrifice half of your best permanents with Liliana of the Veil, surprise I now have six power and two Thraben Inspector in hand.
Basically, Brought Back is 2 for 1 that has good synergies in our deck and the potential to be extremely powerful in the early game but can also scale well into the late game.
- 3 Brought Back
- 4 Remorseful Cleric
- 3 Prismatic Vista
My buddy was also testing and was on Mono White D&T, here are some of the things that I learned.
1. Without some form of evasion you will not get in for a sword trigger
2. Flickerwisp is really good with / against Batterskull
3. Stoneforge Mystic works around graveyard hate nicely
4. I was really envious whenever my opponents flyers got in with Sword of Fire and Ice, it may be a card I want to include over Sword of Steel and Sinew in the mainboard
5. Cruicible of Worlds is decided less powerful in a build with only four fetchlands
6. Brought Back seems like it could be amazing in a format where my opponents attack with a 4/4 lifelink vigilance on turn four.
7. Stoneforge Mystic will choke up a lot of your mana
8. Cleansing Nova and Stony Silence become somewhat awkward in this build.
We played about ten games I think, with me winning seven, I generally lost to being choked on mana and run over by equipped flyers with protection from mom. The games that I won were either on the back of wrath effects and Emeria, the Sky Ruin, or Stoneforge Mystic, Batterskull, and Flickerwisp running them down. Those three were MVP especially when my opponent landed their Rest in Peace.
In conclusion, Stoneforge Mystic was good but not really necessary for the matchup. It choked up a lot of my mana and diluted my primary gameplan, which I could have used to advance my board state. I missed some land drops on occasion because I chose to hold up an activation instead of playing a Wall of Omens or cracking a clue token. If our meta becomes saturated with other Stoneforge Mystic decks then I think I'm going back to my previous build with maybe an extra Eldrazi Displacer or Day of Judgement included somewhere in the 75 because.
This is because as much as I like tutoring for artifacts when playing against graveyard hate, our primary game plan is so much stronger against these janky midrange decks. Emeria Control honestly does not care if we have to chump block eight times in a row and our opponent is at 52 life, if it means we get our as Emeria or Sun Titan online we'll still overtake them.
I'm going to continue testing, I still want to see how the control, combo, and aggro matches have changed.
I'm just not sure how viable artifacts can be if they're expected. What with K-Command, one sided stony silences, and decks that can combo on turn one.
Edit
So I played mtgo with my regular mono white build with a few minor changes, I added three Lone Missionary and a Cavalier of Dawn to the maindeck. I also relegated Remorseful Cleric to the sideboard.
As expected Brought Back was 10/10 in a grindy matchup were you can set up profitable trades in combat. The only card that gave me some amount of pause was their Giver of Runes but having six wrath effects in your deck really helps against that.
To be honest, I'm still on the fence about whether or not we need Stoneforge Mystic, it is a nice sidestep against graveyard hate but it's slow eats up a ton of slots. Plus there is no Umezawa's Jitte in this format, regardless it seems we should be very well positioned against the SFM decks of the future.
Edit 2
So after rereading my post to edit I decided that I'm going to try a different build with Stoneforge Mystic and take my own advice.
1. I'm going to increase my fetchland count
2. Only add three SFM and two equipment so as not dilute the decks primary game plan too much
3. Keep in Brought Back (seriously it's too good, just stole me two games against Tron this morning)
4. Add Sword of Fire and Ice
I may cry if it turns out that Lone Missionary is better than Stoneforge Mystic in our deck. I really don't want to accept that as a possibility.
I think we'll need to give the metagame a chance to adjust to the recent bans / unbans before speculalating on what build of emeria can be most competitive.
If your just looking for past 5 - 0 lists, I'm sure people can link a few.
@The Fluff
I think that I'll wait for hype cost to die down before buying my playset of SFM, let us know the how testing goes. What do you think could be good alternative equipment choices?
So the power of the going bant for Glittering Wish is twofold, getting access a four of additional copies of removal, countermagic, or graveyard hate. While also getting access to play Rest in Peace because you can always wish for an alternate win condition too.
I really like the look of your list, and I came to similar conclusions about Prismatic Vista, Gideon of the Trials and Irrigated Farmland myself. Although I am somewhat reluctant to remove Crucible of Worlds from the mainboard because it often feels like an overwhelming source of card advantage, I think I'm going to give your list a spin.
I'm going to play a few matches without any changes but changes I'm looking to incorporate afterwards are + 1 Kami of False Hope and + 1 Winds of Abandon to the mainboard. They have really impressed me in the mono white build, plus synergies with Teferi, Time Raveler and Ranger-Captain of Eos. Also thinking of adding + 1 Ranger to the sideboard and + 1 Ghost Quarter, I like having access to a 25th land in the matches that tend to go longer and Ghost Quarter is good against a variety of manlands in aggressive archetypes too.
Update
So I've played a few matches, I'm liking Teferi, Time Raveler in this build, it's been great slamming a titan and know they cannot counter it. The card advantage package and lack of Speading Seas meant you could afford to play double Plains and then fetch a Prairie Stream. Which kinda lead to the lines of play working out very similar to the mono white build but with more Detention Sphere for planeswalkers. Which honestly is kinda what the mono white build lacked.
After playing about five matches I've cut the two remaining Court Hussar and added 1 Kami of False Hope and 1 Winds of Abandon. Having that many three drops felt kinda clunky but Hussar will be missed.
Before you purchase anything make sure to proxy it and playtest at your LGS or online at cockatrice.
Unless I'm mistaken hex parasite and giant killer do different things right?
I agree with your assesment of the control matchup. Though it is harder with the mono white archetype. You're still playing towards emeria but you want to keep up BB for when they destroy with FoR.
What do you think about potentially shaving 1 - 2 Flickerwisp for Vesperlark once ELD hits?
@fruitloops75
To break down what coffeeortea suggested
- interaction for the walkers in d-sphere and veto
- additional card advantage in hussar
- less creature removal
If I could offer my own advice too, If I was metagaming for control strategies then I would also want Champion of Wits and Teferi, Time Raveler. CW is a nice recursive threat that allows you to discard dead removal and get around opposing counter-magic with its Eternalize ability. Tefferi is low cost and therefore potentially recursive planeswalker that can generate card advantage and shut off opposing counter-magic.
A lists may look something like this,
https://www.mtggoldfish.com/deck/2253060#online
Its possible that you want GQ side and BZ main, or an additional fetch / utility land over the third Hallowed Fountain. Honestly this build looks pretty decent, but I'd like to find a way to add Kami of False Hope to the main if I was to play it. No Brought Back is sad, but getting access to 4 x Dovin's Veto and 4 x Ranger-Captain of Eos probably improves the tron matchup.
When boarding you would probably want
Side in
0 - 1 Burrenton-Forge Tender
1 Blast Zone
2 - 3 Remorseful Cleric
1 Dovins Veto
1 Sorcerous Spyglass
1 Ranger-Captain of Eos
0 - 1 Detention Sphere
2 Teferi, Time Raveler
Side out
0 - 1 Ghost Quarter
4 Path to Exile
0 - 1 Charming Prince
1 Winds of Abandon
2 Flickerwisp
2 Supreme Verdict
You normally want some removal to hedge against their creature angel package but usually not much, d-sphere should be enough. If its UWR control you probably want BFT, personally I would probably play 25 land and 3rd Remorseful Cleric before the 4th Charming Prince but I'm not sure if that's actually correct.
Basically, the feel bad moments of having only a Ranger-Captain of Eos on board and Flickerwisp in hand with no cmc 1 to tutor for will increase with Charming Prince. I've been of the mindset that if you have had access to all of your one drops, the game has probably gone on long enough for you to accumulate enough advantage to win regardless.
That's not always the case against control archetypes. Plus Mistveil Plains can allow us to tuck a Kami of False Hope for when we reanimate Ranger-Captain of Eos. This is so we can play around instant speed interaction by sacrificing the ranger before we play Kami of False Hope ensuring that we can then sacrifice kami on our opponents turn without it being removed at eot.
Both scenario's are kinda fringe, and like I said I'm mostly opposed to the idea but open to feedback. If I had to make room I'd probably want to remove another utility land or go up to 25 lands total and I'm not sure it's worth it.
What do you all think?
Edit
So I just played an awesome match against an emeria variant splashing green. They had the typical ramp package in Sakura Tribe-Elder and Renegade Rallier but were also utilizing a toolbox package with Eladamri's Call. Cool silver bullets like Knight of the Reliquary, Ramunap Excavator, Knight of Autumn, Shalai, Voice of Plenty and Remorseful Cleric. I ended up 2 - 0 but it was a grind fest and practically went to time.
I will say that the mono white build can generally draw more cards then a GW splash. In our games I had 15 cards left in library while my opponent had 30. That said, my opponents toolbox package was really awesome allowed them to find bombs like Sun Titan and Remorseful Cleric.
Brought Back was mvp on my side of our matches, it allowed me to bounce back from all of the wrath effects, tailor creature combat, generate card advantage, and match them on lands. I probably wouldn't have won without it.
I think I'm going to test out the Flagstones of Trokair route, the only issue I've had with it in the past is that if you can't go above 6 - 7 colorless lands and still expect to cast you W on turn one or WW on turn three. That said, a painless manabase would be nice and I haven't revisted that manabase since Brought Back was legal. It could work out well.
I could see going to two Blast Zone in the main, as it's incredibly flexible but I'd want to go up to 25 lands in the main and side the Ghost Quarter. I like Blast Zone but it really hurts our primary Emeria, the Sky Ruin game-plan. It's hard to explain, but the reasoning behind the Blast Zone in the side and Ghost Quarter main is that I wanted to add to our pre-existing land destruction game-plan to hedge percentage points. Basically I don't think the odds of me drawing into a one of Blast Zone, in game one, in the exactly right matchup are good. As opposed to drawing into a five of, in game one, in exactly the right matchup.
That said, Blast Zone is a really good card and has saved my bacon multiple times. Also, it doesn't interact with Blood Moon the way you'd want it too.
The interaction between GQ and Brought Back is that you can essentially go up a land drop, but it can also help turn your extra Field of Ruin or Emeria, the Sky Ruin into Plains if you have too many. Also just being able to Ghost Quarter your opponent multiple times is good too.
I like being able to run my opponent out of their basics with Winds of Abandon, Path to Exile, and Field of Ruin, then just start taking them off the colors I don't like with Ghost Quarter. A particularly fond memory for me was when I had a Ghost Quarter, Field of Ruin, Sun Titan, and Crucible of Worlds in play with a Flickerwisp and Brought Back in hand. My opponent lost all of their lands that turn cycle.
Anyway, just finished a league, went 4 - 1 against Boggles, Thopter Sword, Scapeshift, GDS, and Jund. Lost to Scapeshift, not much can help that matchup especially when they have Teferi, Time Raveler to get around your Ranger-Captain of Eos.
I wouldn't mind playing the Thopter Sword matchup more, as it was extremely close and they can combo out of nowhere but my opponent scooped to me chaining Kami of False Hope. I'm not sure if that means they don't have an out to the lock in game one.
The artifacts you can tutor have felt clunky and awkward, and in my experience they don't actually help you win the matches you would have lost otherwise. For example Lone Missionary is better against Green Tron not because it gains four life but because it's a 2/1 for two mana. Tron especially is a match were you really have to play to board quickly, get your threat out, get your disruption and go.
That said If my LGS was extremely hostile towards the graveyard, I would consider playing Stoneforge Mystic as an alternate win condition.
Maindeck
- 1 Mistveil Plains
- 3 Stoneforge Mystic
- 1 Sword of Fire and Ice
- 1 Batterskull
+ 1 Ghost Quarter
+ 4 Lone Missionary
+ 1 Ranger-Captain of Eos
Sideboard
+ 1 Blast Zone
+ 1 Remorseful Cleric
Moving the Ghost Quarter and fourth Ranger-Captain of Eos from my sideboard to the main opened up two slots. I added one Remorseful Cleric and one Blast Zone. Blast Zone should possibly be in the main over Ghost Quarter but GQ has better synergies with Brought Back and improves our game one Tron and Amulet Titan matchup.
On a seperate note, I'm wondering if I should still have a singleton On Thin Ice to act as a fifth Path to Exile. I really liked it back in the days of Hogaak and UR Pheonix but I think I'd want to trim a Lone Missionary to include it. Blast Zone is a concern and I believe the artifact and enchantment hate in sideboards has increased too, since SFM became legal. I'll have to think on it.
Its more than that though, it's basically like a glue that holds the deck together. Need to guarantee you survive another turn against Tron, Dredge, or Aggro sacrifice your Ranger-Captain of Eos, Kami of False Hope, or Remorseful Cleric. Your rock opponent is making you sacrifice half of your best permanents with Liliana of the Veil, surprise I now have six power and two Thraben Inspector in hand.
Basically, Brought Back is 2 for 1 that has good synergies in our deck and the potential to be extremely powerful in the early game but can also scale well into the late game.
+ 4 Stoneforge Mystic
+ 1 Mortarpod
+ 1 Sword of Sinew and Steel
+ 1 Batterskull
+ 1 Mistveil Plains
+ 2 Snow-Covered Plains
- 3 Brought Back
- 4 Remorseful Cleric
- 3 Prismatic Vista
My buddy was also testing and was on Mono White D&T, here are some of the things that I learned.
1. Without some form of evasion you will not get in for a sword trigger
2. Flickerwisp is really good with / against Batterskull
3. Stoneforge Mystic works around graveyard hate nicely
4. I was really envious whenever my opponents flyers got in with Sword of Fire and Ice, it may be a card I want to include over Sword of Steel and Sinew in the mainboard
5. Cruicible of Worlds is decided less powerful in a build with only four fetchlands
6. Brought Back seems like it could be amazing in a format where my opponents attack with a 4/4 lifelink vigilance on turn four.
7. Stoneforge Mystic will choke up a lot of your mana
8. Cleansing Nova and Stony Silence become somewhat awkward in this build.
We played about ten games I think, with me winning seven, I generally lost to being choked on mana and run over by equipped flyers with protection from mom. The games that I won were either on the back of wrath effects and Emeria, the Sky Ruin, or Stoneforge Mystic, Batterskull, and Flickerwisp running them down. Those three were MVP especially when my opponent landed their Rest in Peace.
In conclusion, Stoneforge Mystic was good but not really necessary for the matchup. It choked up a lot of my mana and diluted my primary gameplan, which I could have used to advance my board state. I missed some land drops on occasion because I chose to hold up an activation instead of playing a Wall of Omens or cracking a clue token. If our meta becomes saturated with other Stoneforge Mystic decks then I think I'm going back to my previous build with maybe an extra Eldrazi Displacer or Day of Judgement included somewhere in the 75 because.
This is because as much as I like tutoring for artifacts when playing against graveyard hate, our primary game plan is so much stronger against these janky midrange decks. Emeria Control honestly does not care if we have to chump block eight times in a row and our opponent is at 52 life, if it means we get our as Emeria or Sun Titan online we'll still overtake them.
I'm going to continue testing, I still want to see how the control, combo, and aggro matches have changed.
I'm just not sure how viable artifacts can be if they're expected. What with K-Command, one sided stony silences, and decks that can combo on turn one.
Edit
So I played mtgo with my regular mono white build with a few minor changes, I added three Lone Missionary and a Cavalier of Dawn to the maindeck. I also relegated Remorseful Cleric to the sideboard.
Anyway, I played against an equipment matters deck with Puresteel Paladin, Stoneforge Mystic, and Kazuul's Toll Collector. They were playing a Sigrada's Aid deck with Colossus Hammer and a SFM package. To be honest I misplayed heavily against them and it didn't matter. Just keep the creatures off the board and then blow up the odd relevant permanent with Cleansing Nova, Cavalier of Dawn, Generous Gift, or Blast Zone.
As expected Brought Back was 10/10 in a grindy matchup were you can set up profitable trades in combat. The only card that gave me some amount of pause was their Giver of Runes but having six wrath effects in your deck really helps against that.
To be honest, I'm still on the fence about whether or not we need Stoneforge Mystic, it is a nice sidestep against graveyard hate but it's slow eats up a ton of slots. Plus there is no Umezawa's Jitte in this format, regardless it seems we should be very well positioned against the SFM decks of the future.
Edit 2
So after rereading my post to edit I decided that I'm going to try a different build with Stoneforge Mystic and take my own advice.
1. I'm going to increase my fetchland count
2. Only add three SFM and two equipment so as not dilute the decks primary game plan too much
3. Keep in Brought Back (seriously it's too good, just stole me two games against Tron this morning)
4. Add Sword of Fire and Ice
I may cry if it turns out that Lone Missionary is better than Stoneforge Mystic in our deck. I really don't want to accept that as a possibility.
Decklist
Mainboard: 60
Creature: 22
1 Kami of False Hope
4 Thraben Inspector
3 Stoneforge Mystic
4 Wall of Omens
4 Flickerwisp
3 Ranger-Captain of Eos
3 Sun Titan
Instant // Sorcery: 11
4 Path to Exile
2 Winds of Abandon
3 Brought Back
2 Wrath of God
Artifact: 3
1 Crucible of Worlds
1 Sword of Fire and Ice
1 Batterskull
Manabase: 24
3 Emeria, the Sky Ruin
1 Mistveil Plains
4 Field of Ruin
3 Flooded Strand
2 Windswept Heath
1 Arid Mesa
1 Marsh Flats
9 Plains
Sideboard: 15
1 Ghost Quarter
1 Burrenton Forge-Tender
3 Remorseful Cleric
2 Stony Silence
2 Damping Sphere
1 Sorcerous Spyglass
2 Generous Gift
1 Ranger-Captain of Eos
2 Cleansing Nova
Okay so things I still want to test include Giver of Runes and Sword of the Animist. I'm also questioning whether a Sword of Sinew and Steel is possibly better than Sorcerous Spyglass. Maybe, I think they do different things but I'm not sure what else I'd want to cut to make room for it.
If your just looking for past 5 - 0 lists, I'm sure people can link a few.
@The Fluff
I think that I'll wait for hype cost to die down before buying my playset of SFM, let us know the how testing goes. What do you think could be good alternative equipment choices?
Other small things include getting small upgrades like Collector Oophe instead of Stony Silence.
Basically, you get to play sweet stuff that you normally wouldn't be able to.
This is the list I've been using so far, may go back to spreading seas but I'd have to cut the Soulherder too.
I really like the look of your list, and I came to similar conclusions about Prismatic Vista, Gideon of the Trials and Irrigated Farmland myself. Although I am somewhat reluctant to remove Crucible of Worlds from the mainboard because it often feels like an overwhelming source of card advantage, I think I'm going to give your list a spin.
I'm going to play a few matches without any changes but changes I'm looking to incorporate afterwards are + 1 Kami of False Hope and + 1 Winds of Abandon to the mainboard. They have really impressed me in the mono white build, plus synergies with Teferi, Time Raveler and Ranger-Captain of Eos. Also thinking of adding + 1 Ranger to the sideboard and + 1 Ghost Quarter, I like having access to a 25th land in the matches that tend to go longer and Ghost Quarter is good against a variety of manlands in aggressive archetypes too.
Update
So I've played a few matches, I'm liking Teferi, Time Raveler in this build, it's been great slamming a titan and know they cannot counter it. The card advantage package and lack of Speading Seas meant you could afford to play double Plains and then fetch a Prairie Stream. Which kinda lead to the lines of play working out very similar to the mono white build but with more Detention Sphere for planeswalkers. Which honestly is kinda what the mono white build lacked.
After playing about five matches I've cut the two remaining Court Hussar and added 1 Kami of False Hope and 1 Winds of Abandon. Having that many three drops felt kinda clunky but Hussar will be missed.
I've also added Ghost Quarter, Ranger-Captain of Eos, and Burrenton-Forge Tender to the board. I like being able to board up to 25 lands in grindy games and Ranger-Captain of Eos is really good in a lot of matches.