The Deck:
This is a low-to-the-ground Soldiers deck that focuses on early aggression backed up by instant speed removal and counterspells. The first 3 turns are usually spent curving out, followed by playing a land and saying "go" with flash threats or interaction in hand, hopefully with a Recruitment Officer in play as well to draw cards if nothing happens. Useful abilities are baked into all of the creatures like card advantage, tokens, life gain, protection, ramp, evasion, anthems, and even graveyard recursion - all on relevant soldier bodies.
Beating Aggro:
This is our hardest matchup because it is very play/draw dependent. Our deck has the tools to beat aggro, however, you just need to know your role within the context of the board state and be aware when it is correct to turtle up with blockers, or start racing. After game 1, I would swap out counterspells and Zephyr Sentinels for more removal to slow our opponent's down and win the race.
Beating Midrange:
This matchup is actually our easiest because of the flash elements in this list. We curve out to beat them down and then hold up flash threats and interaction for their bombs or protection against their removal while grinding with our built-in advantage and recursion. All you have to do is play smart and use all of your mana every turn to get ahead and stay there. Sideboard just has more removal and better counters to swing it more in our favor.
Beating Control:
This matchup can be tough depending on how many sweepers they have. We can power through spot removal pretty easily, but if they manage to wipe our board more than once without a counterspell from us, it's usually over unless we can close out with recursion and man-lands. Post-board is looking a lot better though with more counterspells and card advantage.