But first, let me tell you what the cards are for, the strategy I typically take on some common net decks.
Removal
If you can remove it, let it resolve. If you can't, counter it. This is the name of the game as we are working with a combination of 15 counterspells and 13 removal in the mainboard with 15 additional pieces in the sideboard. Below is a synopsis of the removal and the situations in which they are used.
Abrade This is in the deck to deal with Gift Decks after they hit the battlefield, but before they do anything relevant.
card:Cut/Ribbons hurts the opponents creatures and provides a secondary victory when you're out of creatures, but not mana.
Fatal Push is a beloved card that can help us get rid of Rakados and RDW's early drops. It also snags life drinkers like Aetherborn Vampire, and other lifedrinking tokens.
Vraska's Contempt is great against other gods, planeswalkers, Rekindling Phoenix and Adanto Vanguard the other plus is that you gain a bit of life.
Counterspell
In our counterspells, we have Censor which is a cheap counter for when the opponent that plays everything on curve. (oh, if only they had just 1 more mana...:))
Disallow to make sure we don't get recursion or activated abilities, we use this to prevent nasty occurences.
Essence Scatter for the creatures you don't want to ever see resolve.
Supreme Will is great counterspell or an opportunity for you to delve into the deck and pick out a relevant piece.
Glimmer of Genius is our card draw and allows us to filter and feed our aether hubs.
I'll Take Mine, on the Side
Our sideboard is as brutal and relentless as the main with 100% removal. We have very few sorceries in this deck to make sure we can keep up with fast decks like RDW and Rakdos.
When we come across red decks, we like to tear them apart with Chandra's Defeat for Chandra. We're also using
Hour of Devastation
when the board gets too heavy with beats or a few beats plus Hazoret, Magma Spray for the recursion creatures, sweltering suns for oroboros red. We don't like to use Bontu's Last Reckoning in these matchups because it slows your mana down a turn, and that can always turn sour quickly. A lot of times, once we past turn 4 or 5, the game starts to shift in our favor. The opponent starts to top deck, get weary and make mistakes. That's when you strike with Scarab God and start ransacking their creatures.
Creatures
Our creature base is small and mighty in this deck. We only have 6 creatures by the name of Scarab God and Torrential Gearhulk, of which the later you will never cast on your turn.
I'm rethinking of changing the deck name from No to "Your turn is My turn".