I've built a deck that's working well against most things, except planeswalkers - I cannot counter them, discard them, or attack them off the board, so they always resolve and bury me in advantage.
What cards can stop a planeswalker from being an effective play in the first place? I'm aware of many cards that can remove planeswalkers after they've entered the battlefield, but that's usually a losing proposition, because they will activate a loyalty ability once they resolve. There's also the option "win the game first by advancing your own gameplan", but I'm looking for alternatives that can at least buy me some time, since my gameplan is not very fast.
Here're the cards I'm aware of:
- Pithing Needle (and Sorcerous Spyglass, etc.). This is effectively removal that also hits all future planeswalkers of the same name. However, I need to name the planeswalker before they cast it, which is not reliable.
- The Immortal Sun. This would actually be great for my purposes if it weren't for how some planeswalkers have passive abilities (e.g. Narset, Parter of Veils; Kiora, Behemoth Beckoner).
- Spark Rupture. This has the minor drawback of being an enchantment (the reasons enchantments are not ideal are tangential to the question). However, this drawback is something I can work around, so it's still the best card I know for my purposes. Is there anything even better?
Format: Historic. No color restrictions (I have access to all colors).