Hatebears - good. Their deck relies on mana denial and disruption to get ahead, but we dump our hand too fast for their hand disruption to really hurt us, and we avoid most of their taxes; Leonin Arbiter can't stop our fetches because we don't run any, Darksteel Citadel is immune to Ghost Quarter, and the vast majority of our cards are creatures, which dodge Thalia, Guardian of Thraben. They have a few tricks with Aether Vial and they get Stony Silence post-board, but our creatures are bigger and the only flier they have is Flickerwisp, so we come out on top most of the time.
Lantern Control - good. Their main form of protection against aggressive decks, Ensnaring Bridge, is very ineffective against us, as Ornithopter and
Signal Pest
both have 0 power and we can make them huge after declaring the attack by moving a Cranial Plating at instant speed or feeding our entire board to an Arcbound Ravager. Their only way of killing us is by milling us out one card at a time, and we almost always kill them far before they come close to doing that.
Merfolk - good. Spreading Seas turns on islandwalk for their creatures and most of ours have flying, so very little blocking happens and the matchup is a flat-out race. Fortunately, racing is what we do best, and we are heavily favored game 1. Post-board, they get
Hurkyll's Recall
, but besides that it's smooth sailing.
Storm - good. We kill them faster than they can combo off most of the time. Postboard gets better for them (expect Lightning Bolt and
Shatterstorm
, Shattering Spree, or Anger of the Gods), but not by much.
Tron (without Eldrazi) - good. Most non-Eldrazi Tron decks only run at most one copy of Walking Ballista, so as long as you dodge that and Pyroclasm, you can run them over while they spend their first few turns setting up Tron. On the play, they might have enough time to crack an Oblivion Stone before you close out the game, but at the end of the day, Tron is designed to out-grind midrange and control decks and struggles to handle us.
Death's Shadow - even. They help us deplete their own life total and they have very few answers to Cranial Plating, but they have removal for everything else and a 5/5 Angler in your face doesn't give you much time to rebuild. Post-board they get Ceremonious Rejection and a few fancy tricks like Izzet Staticaster, while we get Etched Champion.
Eldrazi Tron - even. This matchup depends directly on whether or not they find a Walking Ballista, which most decks run four of. If they do, they will probably crush you, but if they don't, you won't really care about anything they do and can kill them before they kill you. An early Chalice of the Void for 0 or 1 can really hurt, but they have to be on the play to catch you before you dump your hand, and post-board you have Ancient Grudge to remedy the situation.
Junk - even. This matchup looks terrible on paper, but I've actually done decently so far. Lingering Souls and
Liliana, the Last Hope
are a beating, but we fly over everything else. Post-board, they get Stony Silence, but they basically have no outs to Etched Champion.
Valakut - even. The lack of fetch lands and shock lands in our deck means we rarely go down to 18 life on our own, so they need an extra land to kill us with Valakut, the Molten Pinnacle. If they resolve a Primeval Titan or Scapeshift, it's probably game over, but they don't interact much and you can more likely than not kill them before they combo off. However, post-board, they get a TON of artifact hate, and you'll probably see Lightning Bolt, Anger of the Gods, Sweltering Suns, or Engineered Explosives in addition to Ancient Grudge and Nature's Claim. Many decks even run Reclamation Sage, which they can search out with Summoner's Pact. Cross your fingers and hope to count to 20 before they bring Valakut online.
Burn - poor. They kill us faster than we kill them, and it gets even worse post-board. If we can stick a
Vault Skirge
and make it big we have a chance, but they're not likely to let that happen. Expect Destructive Revelry, Stony Silence, and Path to Exile after side boarding.
Company - poor. I've never actually faced this matchup since Vizier of Remedies was printed, but in my testing it's been awful. With only two Galvanic Blast main deck, we have very little power to interact with them, and they can straight-up kill us on turn 3 with turn-2 Devoted Druid into turn-3 Vizier, make infinite mana, Chord of Calling for Duskwatch Recruiter
, get Walking Ballista, gg. They have tons of ways to search out the combo pieces, so even if they don't have the nut draw, we're still on a very tight clock. Post-board, we get slightly more disruption, but they get tons of ways to make our life miserable with Kataki, War's Wage, Stony Silence, and a huge pile of spot removal.
UW Control - poor. Between Path to Exile and various other white removal spells, it's very difficult to kill them before they stabilize with Supreme Verdict, and once they untap with Cryptic Command over an empty board it's impossible to get ahead. After sideboarding, the matchup gets even worse; they pick up Stony Silence, and while we do get Etched Champion, it still dies to Verdict and isn't easy to sneak in under a counterspell.