Aggro: As mentioned in the summary, you have to have very lopsided draws to lose against most aggressive decks. Whether you must race or if you can control depends on how much removal you draw in your opening hand. Sticking a nearheath pilgrim with pretty much anything puts red decks extremely far behind. Non-red aggro decks such as affinity and merfolk have trouble dealing with all the spot removal and a resolved
Boros Reckoner
. That said, you may have some trouble with spell-focused burn decks which can race over your bulkier creatures.
Midrange: Junk and tokens are pretty terrible matchups. You have a hard time getting them into burn range, and they can afford to save their removal for your combo. That said, if they get an awkward draw, you have a good chance of exploiting an opening. Jund is more manageable, since their large amount of lifeloss. Between figures, reckoners, and hellions, we can hold our own in a topdeck war.
Tempo: Nut draws are tough to beat since landfall creatures make poor blockers, and a good portion of our gameplan is susceptible to bounce. That said, we are plenty fine with their slower draws thanks to the amount of removal we run.
Control: All of your cards are capable of singlehandedly dropping the opponent into burn range. They must have their early interaction or die. Even if they control the early game, they still have to play cautiously lest you combo out, giving you chances to get back into the game.
Combo: This deck goldfishes a little slower than other aggro decks, so your matchups against dedicated combo decks suffer accordingly. If you have a lot of combo in your meta, your sideboard should reflect it.
Big Mana: Tron is a rough matchup. Infinite life means nothing, and the pure aggro plan is often a turn or two too slow, often leaving us to pray we draw a reckoner and a hellion. We cannot win through a resolved ugin. Eldrazi and bloom are slightly better, since our creatures tend to interact favorably with opposing large creatures.