This part is mainly for me to record how I've been switching up the deck vs what I've played so far, but if any other E-Tron players think I'm making mistakes here or have questions feel free to comment. I'm also a rather out of the competitive loop (Modern was such a mess that I just stopped playing, then C19 happened) so this probably looks more than a bit dated but I'll update when possible. I've also found cutting a Map when on the draw quite successful.
5-Colour Humans
Vials make the Chalices pretty useless so they become extra removal for the swarm, while the Smashers get exchanged for some flying.
Out: Chalice of the Void x4; Kozilek; Reality Smasher x2.
In: Hangarback Walker x2; Ratchet Bomb x2; Skysovereign; 2x Warping Wail.
Eldrazi and Taxes
A pretty decent match up for us as we can basically ignore most of the "Taxes" part and laugh at their pathetically small Eldrazi. Most of their creatures can be picked off by ours, while our threats quickly become answer-or-die. Sort out Eldrazi Displacer and you've won half the battle.
Out: Chalice of the Void x2; Matter Reshaper x3.
In: Ratchet Bomb x2; Sorcerous Spyglass x1; Spellskite x2.
Faeries
Bounce tricks to make sure we never get the payout from Reshapers means they come out, but the Chalices stay in here (attempting to set them to two if possible) as the deck moves into control territory rather than aggro. Warping Wail can do a lot of work here, and Spyglass sometimes replaces another Map if needed as well.
Out: Kozilek; Karn; Ulamog; Matter Reshaper x4.
In: Ratchet Bomb x2; Skysovereign; Spellskite x2; Warping Wail x2.
Goblins
This is a (perhaps surprisingly) tough match-up for this particular version of the deck as I'm only playing one copy of All is Dust and it's hard to break through the sheer amount of goblins the deck spews out. If you can stick a Chalice and get a nice big Ballista then you might have a chance but considering they are likely to have some sort of profitable sac outlet this still might not do much. The Matter Reshapers are just wasted against the 1/1 tokens that they're blocking or get blocked by.
Out: Karn; Kozilek; Ulamog; Matter Reshaper x4.
In: Grafdigger's Cage; Ratchet Bomb x2; Skysovereign; Spyglass (deals with a lot of their combo cards); Warping Wail x2.
Izzet Blitz
Pretty favoured here I would say, only match I've lost against it was due to a mistake on my part. I would say the only actual threats are Stormwing Entity, Sprite Dragon and Murktide Regent purely because they can fly, but as the player usually taps out in their turn you can remove ASAP them without worrying about "pump in response" most of the time. Without prowess triggers or counters from Soul-Scar Mage none of their creatures can match ours, nor do they have trample so can be easily blocked. Chalice does work and Extracting bolts makes math much easier, also Wail counters Expressive Iteration which is such a huge engine for them.
Out: Endbringer x2; Karn; Kozilek; Map x3; Reality Smasher; Ulamog.
In: Ratchet Bomb; Relic of Progenitus; Skysovereign; Spellskite x2; Surgical Extraction x2; Warping Wail x2.
Jund
Not had a chance to play against a newer version of this deck, would appreciate advice here.
Merfolk
With the sheer amount of cheap lords and Vials the aggro race is on straight away, especially when Spreading Seas can do a real number on our manabase while preventing us from blocking. Judiciously Ghost Quartering your own "Island" at this point may be a better bet than taking down their Mutavault. That said, their limited counters aren't usually enough to stop us and once they're forced to start chump blocking we can usually take over. In this match-up the Chalices are often too slow so we exchange some for removal. Warping Wail often isn't enough to deal with anything beyond the first creature they play (all the others WILL be pumped beyond one toughness) and paying four life for Dismember can lose you the game so be careful. Also things might change slightly vs Simic Merfolk now they have Collector Ouphe, as that shuts down our Ballistae and of course the Ratchet Bombs. Even though the life is vital, I'd probably also consider Surgical Extraction here for this or to remove a playset of lords.
Out: Chalice of the Void x2; Karn; Kozilek; Ulamog.
In: Ratchet Bomb x2; Skysovereign; Warping Wail x2.
Saheeli Combo (and Jeskai Midrange)
Once you know it's coming, you can do something about it. While removing the hasty big guys with trample might seem counter-intuitive, if they've resolved Saheeli it's probably too late. Matter Reshaper is likely to eat a Path to Exile so their value is low. Make them react to your plays and know that you can usually tap out due to their lack of counters in game one. Spellskite is hilarious here.
Out: Endbringer; Kozilek; Matter Reshaper x4; Reality Smasher x2; Ulamog.
In: Ratchet Bomb x2; Sorcerous Spyglass; Spellskite x2; Surgical Extraction x2; Warping Wail x2.
Tron
They laughed at us, saying that E-Tron was the lowest form of the deck, but they aren't laughing now are they? Alright, they might still be laughing at me because this is the match where Karn would tip the scales in our favour. While we need Tron less than the coloured variants and have more Ghost Quarters, they're still likely to assemble before us and bring out Wurmcoil Engines. These are not good news for us and really require an Endbringer or Ballista with attached Basilisk Collar to deal with effectively, though post-board we do get Ratchet Bomb for the tokens. On the sort-of-upside Ugin doesn't wipe our board completely and All is Dust does nothing for us both, so only running a single copy makes for fewer potential dead draws.
Out: All is Dust; Dismember x2; Endbringer x2; Reality Smasher x2;
In: Hangarback Walker; Ratchet Bomb; Sorcerous Spyglass; Surgical Extraction x2; Warping Wail x 2 (gets their tutors!).
U/W Control
This sucks. They've got all the tools to see what you have, take it away from you or simply stop you ever playing it. Go as controlling as possible, hold up extra mana and remember that you get the casting triggers on Ulamog or Kozilek even if they get countered. You'll almost certainly be on the play, so there's something to be said for leaving in all the Chalices in an attempt to do something about Path and Opt. Reality Smasher is your friend here - if it resolves - beating down Columnade, not caring if JTMS bounced it last turn, trampling Snappy and forcing them to discard if they want to target it.
Out: Basilisk Collar; Matter Reshaper x4; Spatial Contortion x2.
In: Grafdigger's Cage; Relic of Progenitus; Sorcerous Spyglass; Spellskite x2; Surgical Extraction x2.
Multicoloured Control
Comprising Grixis, Jeskai and some four/five colour piles I've run across splashing for Kaya's Guile, Omnath and W&6. Actually a much more favourable match for us than straight Azorius, but depends on how hard they're leaning on black for discard (though this deck is usually decent at winning topdeck wars of it gets that far). A greedier manabase means they're slightly weaker to Ghost Quarter while running fewer copies of Field of Ruin themselves, and the damage from shocks and fetches adds up. Reality Smasher obliterates any planeswalkers they can play (if not countered, of course) and the discard tax is important if they try to remove it, so I try to bait with another creature to give this the best chance of survival. Surgical Extraction is usually used on Path or Tef5ri, whose "untap enough mana to play a counterspell and draw a card" ability will win games.
Out: Basilisk Collar; Dismember x2; Map x2; Matter Reshaper x3; Spatial Contortion x1.
In: Hangarback Walker; Relic of Progenitus; Skysovereign; Spyglass; Spellskite x2; Surgical x2; Warping Wail x1. Also Grafdigger's Cage if appropriate.