Delver:-1 Woolly Loxodon, -1 Journey to Nowhere, -1 Cloudshift, +3 Doom Blade
Affinity:-1 Penumbra Spider,-1 Abzan Guide, -1 Woolly Loxodon, -1 Otherworldly Journey,-1 Crocanura,-1 Centaur Healer, +3 Doom Blade, +2 Wickerbough Elder, +1 Naturalize
Hexproof: -4 Journey to nowhere, -1 Woolly Loxodon, +2 Ray of Revelation, +2 Wickerbough Elder, +1 Naturalize
Tron: -1 Rancor,-1 Crocanura,-1 Penumbra Spider, +3 Doom Blade
Burn:-2 Penumbra Spider,-1 Woolly Loxodon,+3 Circle of Protection Red
Delverfiend:-2 Penumbra Spider,-1 Woolly Loxodon,-3 Rancor, +3 Doom Blade, +3 Circle of Protection Red
MBC:-1 Woolly Loxodon,-1 Rancor,+2 Oblivion Ring
Familiars:-1 Penumbra Spider,-1 Rancor,-1 Woolly Loxodon, +3 Doom Blade
Being able to flip morphs by blinking after blocks, or in response to removal is nice. The ability to double evolve a crocanura while doing so is better. Utopia sprawl helps with getting white and also helps get turn 2 crocanura into turn 3 morph with cloudshift up for the instant speed fatty and another evolve counter. Black is not all that important game 1 except to actually fair flip your abzan guide so almost always gets set on white unless lategame and you have colors already. Healers are nice because they can evolve crocanura 2 times which is cool for getting him to 3/5 status after a morph or spider evolve him once. That's all i can think of that requires thinking mainly just setting up colors after sideboard for doom blades. Oh yeah and Otherworldy Journey does NOT say "creature you control" that does come up to clear a blocker or stop a combo win sometimes.