Mainboard (60)
Creatures (1)
Instants (4)
Artifacts (23)
Enchantments (4)
Planeswalkers (8)
Dimir Tempo is your most disruptive matchup — Thoughtseize strips key pieces early, Wasteland attacks your Urza's lands, and Force of Will counters your big plays. Post-board, Mindbreak Trap answers storm-like sequences and punishes them for chaining cantrips or counters in a single turn, often for free. Dismember gives you a mana-efficient answer to Tamiyo, Inquisitive Student before she flips and to threats like Murktide Regent and Nethergoyf that can race you. Your primary game plan is to resolve Trinisphere or Karn, the Great Creator — either locks them out of Daze and makes their low-land disruption suite much weaker. Prioritize using Ancient Tomb and Urza's Workshop to deploy threats ahead of their interaction curve before they can establish full counterspell coverage.
Oops! All Spells is a deterministic turn-1 or turn-2 combo deck that wins by milling its entire library with Balustrade Spy or Undercity Informer, then leveraging Narcomoeba, Bridge from Below, Dread Return, and Thassa's Oracle to win on the spot. Leyline of the Void is your premier hate card — if it is in your opening hand it enters the battlefield before the game begins, exiling cards as they hit the graveyard and shutting off Narcomoeba triggers, Bridge from Below, and all reanimation entirely. Trinisphere is your most critical lock piece in games where you don't have Leyline; their Dark Ritual and Cabal Ritual chains still generate mana, but every spell they cast costs at least three, dramatically slowing the kill and buying you time to assemble hate. Mindbreak Trap provides zero-mana stack interaction the moment they chain three or more spells in a single turn, exiling their combo pieces before Thassa's Oracle resolves. Emrakul, Manifold Key, Voltaic Key, and Pithing Needle are all too slow or too narrow against a deck that aims to win before you untap twice, so they are cut to make room for graveyard hate and free interaction.