I was able to play against my co-workers u/g/r mana ramp druid/elite arcanist/
The hardest thing to do is manage to drop Duskmantle and activate the 3 trigger all in the same round. This worked best when I had a Jace in battle so I could drop Duskmantle+activate and then do the +1 on Jace triggering the discard/damage cycle.
Overall this deck can be quite slow and I learned that a few cards were not really that useful:
Trepanation Blade -- iffy so far, I didn't end up drawing it once in 4 games.
Visions of Beyond -- Not terribly useful as I found I don't really get close to milling them to death and by time they have 20+ cards in graveyard I'm either dead or they got combo'd.
Mind Grind -- Kinda fun, but still not that useful.
I have some ideas for games 2 and 3 assuming they learn to get rid of Mind Crank and I can't combo them, adding in another Jace's Mindseeker would be good as having a 5/5 flying is nice and I can get my blade on them.
Adding in some interaction with the other person's hand is nice so I upped the Durress total to 4. I am going to look into getting some 1-2 drop instant spell counters to protect my important drops.
I think if I came across a really fast agro deck I would have a lot of problems. I will be testing that more.