Oath of Druids is the card that beats you if left unanswered, so maximize enchantment removal: Aura of Silence both taxes their Oath of Druids and Sphere of Resistance and can later sacrifice to destroy one, while Ray of Revelation gives another cheap answer with a flashback for a second use later in the game. Pyroclasm comes out since their creature plan is mostly token Elephants from Call of the Herd and the occasional Glowrider, not a board you need to sweep, and Seal of Cleansing and Naturalize are trimmed since Aura of Silence and Ray of Revelation cover the same role more efficiently against their enchantment-heavy list. Keep Swords to Plowshares and Wasteland in as your answers to Treetop Village and Mishra's Factory threats, and lean on Armageddon to punish them for running Sphere of Resistance and Oath of Druids over additional mana development. Sylvan Library and Weathered Wayfarer stay in as core engine pieces to keep finding lands and card advantage through the mirror-ish grind.