I love that the trigger order works out correctly to clear Kitchen Finks and the like. I think the way the Girl works is cool enough that I'd be running her even if her power level wasn't quite there, but I think she's strong enough to make a splash. Random X/1s on the board are just very common.
In any analysis, it's important to remember that you don't get to play against a goldfish. As you said earlier, attacking into 2/X blockers is a big deal.
Krenko demands an answer about as quickly as the other 3 drop token makers. He's much stronger than the rest of them against blockers, and stronger against spot removal that shows up a few turns late, but weaker (gets less damage) against turn 5ish wraths. I think that's solidly worth a spot at 540.
If I cut a token maker (which is likely), it will probably be Legion Warboss.
Fumigate has been pretty good for us, and I think saving your creature to reuse is significantly better. You'd rather have Supreme Verdict against an early board rush, for sure, but Time Wipe is much more valuable later. You'd even want to play it in some cases where a vanilla wrath would have questionable value. This is going to be a staple in my section for sure.
Time Wipe 2WWU
Sorcery
Return a creature you control to its owner's hand, then destroy all creatures.
That seems like a really good upside on a wrath, especially if your Azorius control section has a heavy overlap with blink/ETBs. It also happens to be a silly Arcane Savant target. I feel like this is a top 3 Azorius card.
That mana cost just looks awful to me. I switch from Planeswalker to God-Pharaoh recently, in part because of the mana cost, and I'm not interested in switching to UBBBR.
I've cubed with a number of Unglued cards, though I'm currently not running any.
Jack-in-the-Mox is a strong card. The die roll sometimes leads to feel-bads on both sides, but less so than Mana Crypt. When it blows up right away, it sucks but it very much feels like you signed up for it, and the damage is capped at 5. When it survives multiple taps but the game goes long, it doesn't feel so bad for the other player because it eventually stops being a real factor. If the game ends quickly, it's okay because it wasn't expected to blow up in only 2-3 taps. I still ended up cutting it just for being too random.
Free-for-All was a serviceable wrath in blue, though it's less good against haste creatures, since they might get an attack back before you get a blocker out of it. I think I ended up cutting it just for being too much of a color pie bend. I'll probably give it another chance at some point.
Once More With Feeling was a very strong reset, mostly for aggro, but the WWWW was way too limiting and it hardly ever saw play.
Mine, Mine, Mine! was just bad. When you play it, it could just get Disenchanted while you can't play a spell the same turn, and if you don't have a good instant speed play up, the opponent gets a free turn to play any card.
Incoming! was a very fun go huge button in ramp decks, and a cute minigame when pulling out Ankh of Mishra. I ended up cutting it for less silly mana cheat enablers, but it's a fine choice.
Reflector Mage > Spell Queller > Geist. Reflector Mage and Spell Queller have both been great for me, but Reflector gets the nod for getting a threat off the board and being a more disposable body. I ended up cutting Geist because too many U/W decks didn't want an aggressive body that didn't do anything other than attack.
Ral. Expansion is a narrow effect, and Explosion requires a big investment to do much of anything. Ral will at a minimum shoot a threat and soak some damage, and he often does more than that.
I was never a fan, after I tried it out for a couple drafts and the chump blockers off the tempting offer were relevant multiple times. I could see giving it another try as I dial up the token support.
Krenko demands an answer about as quickly as the other 3 drop token makers. He's much stronger than the rest of them against blockers, and stronger against spot removal that shows up a few turns late, but weaker (gets less damage) against turn 5ish wraths. I think that's solidly worth a spot at 540.
If I cut a token maker (which is likely), it will probably be Legion Warboss.
Time Wipe 2WWU
Sorcery
Return a creature you control to its owner's hand, then destroy all creatures.
That seems like a really good upside on a wrath, especially if your Azorius control section has a heavy overlap with blink/ETBs. It also happens to be a silly Arcane Savant target. I feel like this is a top 3 Azorius card.
Jack-in-the-Mox is a strong card. The die roll sometimes leads to feel-bads on both sides, but less so than Mana Crypt. When it blows up right away, it sucks but it very much feels like you signed up for it, and the damage is capped at 5. When it survives multiple taps but the game goes long, it doesn't feel so bad for the other player because it eventually stops being a real factor. If the game ends quickly, it's okay because it wasn't expected to blow up in only 2-3 taps. I still ended up cutting it just for being too random.
Free-for-All was a serviceable wrath in blue, though it's less good against haste creatures, since they might get an attack back before you get a blocker out of it. I think I ended up cutting it just for being too much of a color pie bend. I'll probably give it another chance at some point.
Once More With Feeling was a very strong reset, mostly for aggro, but the WWWW was way too limiting and it hardly ever saw play.
Mine, Mine, Mine! was just bad. When you play it, it could just get Disenchanted while you can't play a spell the same turn, and if you don't have a good instant speed play up, the opponent gets a free turn to play any card.
Incoming! was a very fun go huge button in ramp decks, and a cute minigame when pulling out Ankh of Mishra. I ended up cutting it for less silly mana cheat enablers, but it's a fine choice.
Ral. Expansion is a narrow effect, and Explosion requires a big investment to do much of anything. Ral will at a minimum shoot a threat and soak some damage, and he often does more than that.
Clocknapper
Ineffable Blessing
Sword of Dungeons & Dragons
The first two could quickly end up cut for high power level.