Card Choices:
Declaration in Stone: This card is straight up removal. We don't really care about giving cards back to them, because the goal of the deck is to kill fairly quickly.
Fiery Impulse; This is one of the main reasons to run red. THe U/W version gets behind and it's very hard to get back in the game. This is because it can't answer early threats. Impulse helps w/ that. Impulse also allows for early removal/tempo swings.
Clash of Wills: This is one of the most important cards in the deck. It allows for early interaction and is one of the main reasons why the deck exists. It's great anytime in the game. If the game does go late it allows us to keep up. Whether this card is countering advocate or avacyn, it's great
Spell Shrivel: Exile is sometimes relevant. This is also just adding other counterspells to the deck
Fevered Visions: Another reason to play red. This allows us to basically just insta-win vs all the control/slow decks. This can be bad against Dromoka's command decks.
Rattlechains: Insanely good card. W/ its base stats it's great already, but it has such insane synergy w/ other spirits... it turns into the glue that holds this deck together
Dimensional Infiltrator: this deck needs some extra early flyers. Infiltrator fills this role. It also helps that the deck runs 8 painlands.
Reflector Mage: Another great card. It allows us to gain tempo and start to gain some board presence.
Spell Queller: This is the card that pushed the deck over the edge. 100 percent the best card in the deck. Great against anything
Mausoleum Wanderer: Another great card. It's main use can just be a force spike, but can also provide early pressure.
MATCHUPS:
G/W Tokens: Deck should win pretty easy. All the planeswalkers are very weak to flyers. There is also a ton of countermagic for us as well to help the planeswalkers.
Company: Seems like another good matchup. This is because of the wanderer. It helps a ton w/ company. Overall the deck is good in general at removing and countering while applying pressure.
Humans: It's pretty bad. The deck isn't very good at defense. The matchup is winnable. The first game is pretty bad, but after board, you can side in Seismic Rupture and destroy the 2nd and 3rd game.
Control: Just all visions. This card can win you the game on your own. This is why you run the card.
Ramp: not too good either. Just all depends on if you can counter their main threats. If you can you're going to win. Leaving up countermagic is very important. The declarations also help