Jund: Should be a straightforward win. Most of the losses are when a questionable hand is kept, and then ripped by discard. Post-sideboard, it's still a good match-up. Jund is reasonably fair, so the only way they can deal with you is if they get a
Deathrite Shaman live, or manage to rip your hand apart.
UR Delver: Reasonably good match-up, they're a Burn deck with less burn so they can run counterspells. You should be able to abuse the fact that they run two colours, so you get to keep cards like
Price of Progress game 2+3. Kill any
Delver of Secrets in play, and you should be fine. Use your sorceries first, and make sure to keep 2 [card]
Mountains[/card] untapped in case of their
Chain Lightning. Be wary of them doing the same.
Mono-R Burn: If you're the better player, or if the opponent takes a lot of damage from fetches, then you should win. Knowledge of Stack interactions is crucial, and tread carefully. A critical point in this match-up is when either player is on 10 or less. You can basically die to stack resolution or running out of gas. Like UR Delver, use your sorceries first, and make sure to keep 2
Mountains untapped in case of their
Chain Lightning. Be wary of them doing the same.
Fish: Even to slightly favoured. There are games where you get wrecked by
Hymn to Tourach into
Liliana of the Veil, but for the most part, you should be fine with a more creature centric build than what I run. If this is the Merfolk type of Fish, the match-up is much more
favoured. Just burn their threats, and keep enough behind to dome them.
Junk: Reasonably favoured match-up. Like Jund, the only way you lose game 1 is if they manage to get a live
Deathrite Shaman or
Liliana of the Veil.
Dark Confidant is a card you should kill if they're high on life, and leave be if they're low on life.
UB Reanimator: Bad to unwinnable match-up Game 1, make sure to side in
Faerie Macabre. Wait until they've chosen their target, but not resolved the spell; then you can pull the trigger on
Faerie Macabre. Too early, and they just reanimate
Faerie Macabre. If this version of Reanimator runs
Forece of will/
Daze, then
Vexing Shusher is ok.
Death & Taxes: Match-up is quite favourable. Being
able to deal with most of their creatures while racing them is quite nice. If you keep a slow hand, you do lose to
Mangara of Condor shenanigans. Get rid of any
Mother of Runes and other threat creatures when they come out, and you can survive the rest.
Robots: Somewhat bad match-up Game 1, could be ok games 2+3 depending on sideboard.
Trinisphere and other cards like it are bad news for you. 3-4
Smash to Smithereens can help the match-up, although
Chalice of the Void can be awkward to play around.
Esper Control: Match-up is fine if you have a strong hand, unfavourable otherwise. The ability for
Price of Progress to run wild is always a nice feature, but most of the time, you'll have to try and counter their
Stoneforge Mystics with removal. If you can start racing them, do so
before
Batterskull ruins your day.
High Tide Storm: High Tide has a slightly quicker clock than you, so there will be games where you just lose. However, you can kill them when they have
Brainfreeze or X-draw spell on the stack. If you see them untapped, wait until they attempt to go off. This is when they tap out for
Time Spiral. Game 2, side in cards like
Red Elemental Blast, and point at their
Time Spirals.
BUG Control: Reasonably favourable match-up for the first few turns, you can just lose to multiple discard effects, backed up by a counter on your
Price of Progress. If you can race them before
Tarmogoyf is live, or
Tombstalker is active, then you should be fine.
Maverick: Pretty easy match-up. Deal with any problem creatures, and win with Burn
spells to the dome.
Thalia, Guardian of Thraben can get quite awkward, as well as
Scavenging Ooze if they [card]Green Sun's Zenith[/card] for it. Most of their creatures aren't a problem, and you should be able to win off of swinging with 1-2 creatures.
Knight of the Reliquary is a bit of a problem for you though.
UW Miracles: Quite a bad match-up. If the Miracles player also has included
Rest in Peace+
energy Field+
Helm of Awakening, you just lose. The only way you can win is if you can race before they stabilize with
Counterflux+[card]Sensei's Divining Top[/card]. A few
Vexing Shusher does help this match-up, but it's not one that you can win often.
Show and Tell: About as bad as UW Miracles. You
have to hope that they whiff a little bit with their
Show and Tell target. If they manage to drop a threat before you can race them the turn after, then you lose. Also, if they drop
Omniscience, you lose as well. Post-sideboard, being able to use
Red Elemental Blast can help a little, but it still is an awkward match.
RUG Midrange: I haven't had much experience with RUG Midrange. I will assume that if you don't race them, cards like
Thrun, the Last Troll will ruin your day.