What combo between Ashiok and Kaya, Ozhov Usurper do you mean? Ashiok exiles the opponent's graveyard every time it mills. It seems like an anti-synergy.
Dawn of Hope has been surprisingly good, with added relevance thanks to the RNA life-gain cards. Gives a useful end-of-opponent's-turn mana sink for board presence, leading to additional life-gain and card-draw.
Dive Down is a very efficient card for defeating spot removal, combat tricks and adding reach.
I think of it as a mid-range deck - with all the walls you have excellent defenses to outlast Aggro, while against Control, if you curve into High Alert you can be doing 7-8 to the face on Turn 3.
I haven't tried putting together an RNA list, but apart from the welcome return of Hallowed Fountain, the Azorius guild mechanic sort of punishes Draw-Go (by denying its bonus to Instants played outside your main phases), and the UW planewalker is also sideways with the archetype. There are a lot of mill cards, which are unlikely to add up to much.
There is enough mana-fixing now that splashing black for Mortify looks like a good idea, especially if unpleasant enchantments like Rhythm of the Wild see play.
4x Teferi, Hero of Dominaria
Enchantments (8)
3x Dawn of Hope
1x Search for Azcanta
4x Lawmage's Binding
Sorceries (3)
2x Cleansing Nova
1x Mass Manipulation
4x Summary Judgment
2x Essence Scatter
3x Negate
4x Absorb
2x Settle the Wreckage
4x Sphinx's Insight
2x Precognitive Perception
4x Hallowed Fountain
4x Glacial Fortress
4x Azorius Guildgate
6x Island
6x Plains
Dawn of Hope has been surprisingly good, with added relevance thanks to the RNA life-gain cards. Gives a useful end-of-opponent's-turn mana sink for board presence, leading to additional life-gain and card-draw.
Sylvan Awakening is an interesting card for comboing with High Alert and Tower Defense...with High Alert on the board, each land above the GG3 you pay for Sylvan Awakening + Tower Defense hits for 7...
3x Novice Knight
3x Portcullis Vine
1x Tetsuko Umezawa, Fugitive
1x Surge Mare
3x Wall of Mist
2x Grappling Sundew
2x Deputy of Detention
1x Arcades, the Strategist
Enchantments (7)
1x Search for Azcanta
3x High Alert
3x Lawmage's Binding
Instants (8)
2x Dive Down
2x Negate
2x Tower Defense
2x Settle the Wreckage
2x Shimmer of Possibility
2x Sylvan Awakening
1x Sleep
Lands (24)
4x Hallowed Fountain
4x Glacial Fortress
4x Breeding Pool
4x Hinterland Harbor
4x Temple Garden
4x Sunpetal Grove
2x Sentinel Totem
3x Tocatli Honor Guard
2x Negate
2x Amulet of Safekeeping
2x Sorcerous Spyglass
2x Expose to Daylight
2x Cleansing Nova
Dive Down is a very efficient card for defeating spot removal, combat tricks and adding reach.
I think of it as a mid-range deck - with all the walls you have excellent defenses to outlast Aggro, while against Control, if you curve into High Alert you can be doing 7-8 to the face on Turn 3.
Absorb tacks 3 life-gain onto Cancel for UUW. Deputy of Detention and Lawmage's Binding add some reversible removal. There are some OK card drawing and filtering spells. The best creature IMO is the pricey Azorius Knight-Arbiter. White gets Angel of Grace.
The most interesting Azorius card, to me, is High Alert, which supports more of a combo/mid-range style deck.
My impression is that UWB (or WB...) control does a lot better, with Mortify, Basilica Bell-Haunt, Kaya's Wrath, and Ethereal Absolution.
There is enough mana-fixing now that splashing black for Mortify looks like a good idea, especially if unpleasant enchantments like Rhythm of the Wild see play.