Control:Most control matchups aren't amazing, but the deck is decently threat-dense and has a lot of hand disruption, so sometimes it's possible to get some early presence and ride it through to victory. Matter Reshaper and Scrapheap Scrounger are all-stars because they are resilient to removal, and Reality Smasher is great against everything except Stasis Snare.
SB: Sorin is brought in to grind out the slower matchups, and Lost Legacy can also be good depending on the build. Distended Mindbender comes in for more hand disruption, typically dropping the Complete Disregard and some number of Displacers and Wasteland Stranglers.
Aggro:
Our game one is something of a coin flip against aggro decks. We have high-value cards and can often run them out of gas and take over in the midgame, but with 8 creatures that can't block in the main, there are times we draw too many of them and just get run over.
Tendrils, Scrutiny, Blessed Alliance, and Kalitas are all great against aggro decks, as they provide low-cost efficient interaction or, in the case of Kalitas, win the game on their own if left unanswered. Descend can come in against go-wide strategies, but betting on a 6-drop against decks trying to go under you is risky at best. Typically we side out the more expensive cards, going down some Reality Smashers, the Flagship, and some Scroungers since they can't block and we aren't going to win a straight race.
UW Flash:
This match is interesting, we can sometimes wear them down with 2-for-1s and all of our removal dodges Avacyn and Selfless Spirit, which can throw off a lot of the usual UW lines of play. With enough hand disruption we can keep them off Gideon and Avacyn long enough to close out. There are also times when Spell Quellers and Avacyn just blow us out with tempo advantage, though, and we lose to their higher over-all power level.
Mindbender and Scrutiny to fill out the hand-disruption package to try to keep them off of Avacyn and Gideon, and we have a Fragmentize to hit Smuggler's Copter and Stasis Snare. Descend can work well to clear a problematic board through Selfless Spirit or open Avacyn mana, but again it is slow. Flaying Tendrils can come in on the draw to take out Gideon tokens, spirits, and Thraben Inspectors, enabling the edict on Bearer of Silence. Typically we side out some Scroungers and Smashers because Avacyn's indestructible trigger is too good against the big hasty Eldrazi.
BG Delirium:
The deck has a lot of tools against Delirium, with 11 maindeck exiling effects to disrupt their recursion strategy and try to invalidate the Ishkanah plan. It can be hard to close the game before Emrakul comes down, though, and a resolved Ishkanah is never easy to deal with.
Against BG, we can bring in Mindbenders for hand disruption, plus Lost Legacy to help keep them off of Ishkanah, the worst card for us to see. With all of our exile effects, we have a decent chance of dealing with a resolved Ishkanah and even Emrakul, and we even run mainboard Dec in Stones for spider tokens. Be careful of making them discard Ishkanah or Emrakul, because once they're in the graveyard we can't interact to exile them before they are recurred. Descend is an all-star in the matchup, exiling Ishkanah's brood and killing Emrakul.
Aetherworks Combo:
Against combo decks like Aetherworks Marvel, we have Mindbender and Lost Legacy to maximize disruption and keep people from Emrakul'ing us. Sideboarding against RG Marvel plays out similarly to GB, with Ishkanah being a nasty threat but one we are usually able to answer.