RW Hatebears:
I've been playtesting this for the past 4 months or so. Seems to work as well as GW Hatebears.
Runs the same core as the original (Leonin Arbiter + Aven Mindcensor + Ghost Quarters + Path to Exile), just without techtonic edge. I found 1. 8 brown lands was too many, and 2. The additional land disruption I'm running made it unnecessary.
Hushwing Gryff shuts down and of: Pod, Soul Sisters (Which is otherwise problematic), any blink decks, no more snapcaster, clique, resto-angel, and so on and so forth. A well timed Gryff wrecks many plans.
On the Mana Base: I tried running 20. It really needed 22.
I'd love to put some sort of crazy nasty equipment in there for Mirran Crusader, but a. I can't shoehorn it in there (maybe in the sideboard at some point) and b. I'd rather not spring for the good stuff, like a sword or something, atm.
I chose red instead of green to allow for the following:Additional land disruption in the form of:Magus of the Moon avalanche rider - Great at hitting that basic they managed to sneak in.
Lightning BoltLightning HelixHaving spot removal (or a bit of extra reach) is almost worth going red by itself.
Sideboard:Artifact hate is self-explanitory. Affinity is a thing.Eidolon of the Great Revel comes in against combo decks. They absolutely must kill it before comboing off.The extra Mirran Crusaders come in against BGx, obviously.Boil is there because this deck's toughest matchups are decks that run lots of basics. Mostly Merfolk (although drawing lots of bolts early makes Merfolk not so hard) and Ux control, aka decks with lots of islands. Solution? Destroy the islands.