Despite being in its infancy, Guilds of Ravnica Standard has shifted dramatically multiple times. Initially, Standard was a format where people were overloading on removal spells and breaking up synergies. Now the decks contain creatures with built-in card advantage and planeswalkers to beat removal-heavy decks. The next step is to either go over the top of them with a control deck, go wide, or go back to synergy.
Keep in mind that these decks all have significant amounts of lifegain, reasonable amount of answers to Experimental Frenzy, and uncounterable cards for fighting control. Everything has changed in two weeks, and these are the ten cards that are currently the most underrated in Standard.
Find will likely be considered an odd inclusion given how much play it's seeing, but I still see people underrating it. They develop plans that involve grinding out Golgari or going wide, only to lose straight up to Find or Finality.
No aspect of the card makes it easy to play against. You would need dedicated graveyard hate to beat the recursion since there isn't anything spectacular that has incidental graveyard hate attached, but you don't want to go far as to include cards like Sentinel Totem just for Find. Your only options are to avoid trading with them if possible and find a way to win the game, but Finality covers them against that.
Find is one of the most frustrating cards to play against, but in a healthy way. It's just that good.
(Almost) everyone slept on this card. Realistically, neither side is good on rate, so Expansion seeing play is a product of the context. Given more sets, more options with the mana, and a faster format, I fully expect Expansion to disappear.
Currently, Expansion can lead to some sick blowouts while also being strong in control mirrors. Meanwhile, Explosion is your reward for playing a normal control game. Given that this is a midrange-leaning format, "kill your planeswalker and draw five cards" is basically what you should be looking for.
It wasn't too long ago Karn, Scion of Urza was finding a home in nearly every deck in Standard. Toward the end of last season, it was the go-to way to gain an edge in the Rakdos Aggro mirror. As it turns out, Karn is still quite good.
Note that while Karn is great out of most sideboards (bigger red decks, Selesnya, Golgari, Boros, etc), it should only be played with copious amounts of answers to whatever your opponent is up to. Karn needs a lot of time to truly take over a game, otherwise he'll continue to feed you the worst cards from the top of your deck.
Red decks tend to like Karn because of how versatile their removal is and how well they can make use of excess lands with Fight with Fire and Banefire. For those playing Vraska, Golgari Queen in Golgari, you should consider Karn instead.
Given the amount of Ravenous Chupacabras in these Golgari decks, you might think anything that doesn't provide immediate value shouldn't be played. Vraska, Relic Seeker is another potential issue. However, given the relative lack of a clock from the Golgari decks, losing your creature to a Chupacabra isn't a huge issue, especially because you'll likely have some life to spare to surveil.
Realistically, your opponent will probably take the first opportunity to Chupacabra your Jadelight Ranger or Wildgrowth Walker, which could open the door for Doom Whisperer to take over. Even if they have a removal spell, you have Find to get it back. Don't trade with their Chupacabra if you can avoid it!
6) Vivien Reid
Many Standard decks are stuck with dead cards in certain matchups. The bigger red decks, like the ones that would be interested in playing Sarkhan, Fireblood, might have cards like Lava Coil and Shivan Fire instead of Lightning Strike and Shock. They might even splash Justice Strike. Having a way to filter through those cards is incredibly important. Having a Sarkhan waiting around to ultimate is just icing on the cake.
Additionally, many of the Dragons are quite good, including Niv-Mizzet. A Turn 4 Dragon isn't particularly fair in Standard, especially if it's the Parun.
I'm less sure about Siege-Gang Commander being great than I am about the other cards on this list. Regardless, Siege-Gang is absolutely underplayed at the moment. You could make a case for Demanding Dragon in the five-drop slot (along with Sarkhan), but if you plan on grinding against Golgari, you'd rather have Siege-Gang Commander. Yes, it will likely die on sight, but hopefully you can clear the way and finish the game with the help of some wonderful Cedric Phillips tokens.
If Siege-Gang actually lives, you get to clear blockers, remove some planeswalkers, or even end the game. That's an incredible laundry list of possibilities. Glorybringer mostly overshadowed Siege-Gang, but right now it's the best we've got.
Between Carnage Tyrant, Banefire, and Niv-Mizzet, control mages have a tough time. Banefire is played in far too many spots to be underrated, often coming in for matchups where it has no business being there. Control can also play lifegain cards like Lyra Dawnbringer or gain hexproof from Shalai, Voice of Plenty. If they play Cleansing Nova over Settle the Wreckage, that solves a lot of the issue also.
Carnage Tyrant is still great though. There are the aforementioned sweepers that clean it up nicely, but those are WW in a primarily Izzet deck. If you're Golgari, you also have access to Duress to clear the way. Your control opponents might try to block with Crackling Drakes, but presumably you're ready for that with a timely Chupacabra.
Even in the Golgari mirror, Carnage Tyrant can be a house. Nothing blocks it efficiently, so it will often rampage all over the battlefield. It's also incredible with Finality. Protect it against Plaguecrafter and The Eldest Reborn (maybe with Elvish Rejuvenator?) and you should be ready to rumble.
Everyone is playing Deafening Clarion, but you can recover from sweepers with this one easy trick!
Seriously, March of the Multitudes isn't a four-of. You need to be more resilient by not playing into their sweepers as much. Trostani Discordant is about as good at that as you're going to get. Again, we're moving away from cards that die without providing any value, such as Lyra Dawnbringer, and more toward Siege-Gang Commanders.
Trostani is the Selesnya Siege-Gang.
Oh, how quickly they forget.
The quickest way to win the Golgari mirror is be the person who plays the first Vraska (and gets to untap with it). Exploring is nice for hitting your land drops, but it doesn't matter if your opponent goes over the top of you.
Goblin Chainwhirler still exists, but not quite in the dominant numbers we've had in the past. In fact, Mono-Red Aggro is quite good, but not as prevalent as one would expect from a Magic Online PTQ.
When you have a Llanowar Elves and your opponent doesn't have anything similar, the game can get out of control very quickly. Why would you not be trying to utilize that effect? I'd argue that unless you're trying to be supremely grindy, you should have Llanowar Elves in your Golgari deck. Even then, I don't think the grindy gameplan is the best one for the mirror match given how easily your opponent can go over the top of you with planeswalkers.
Respect the Elves.
When composing this list, I noticed a trend -- nearly all of them involve traction. At the start of the format, very few planeswalkers were being played. Aside from Teferi, Hero of Dominaria (and maybe Karn), the planeswalkers seemed weak and didn't have any obvious homes. Since then, Standard slowed down and planeswalkers have become an important way to keep a threat on the battlefield or provide card advantage.
Decks were built with these cards in mind and try to utilize them to their fullest. Even if our planeswalkers are weaker than what we're used to, they still tend to shape how Standard is played. Eventually, Standard decks will gravitate towards the most powerful strategies with the most powerful cards, and it's no coincidence that those cards end up being planeswalkers.