So here's my build. My understanding of the strategy is to use hand hate, spot removal and other disruption to make sure my opponent doesn't have a way to catch up.
The problem is my inability to get answers when my opponent's threats slip through. I don't have any good turn 2-3 plays and always end up getting things up and running when it's too late against aggro decks. And match ups like Fish offer little to no interaction.
My main points of hand disruption are Inquisition of Kozilek, Tidehollow Sculler, and of course a Thoughtseize playset.
Inquisition can get rid of some early drops and counters and Thoughtseize hits everything. Tidehollow Sculler providing disruption on a bear does great early.
The main token producers are the typical hodgepodge of Spectral Procession,
Lingering Souls and Raise the Alarm. I added a couple Hero of Bladeholds for a fatter drop, finisher and more tokens.
2 Honor of the Pure and 3 Intangible Virtue act as anthems, with 3 Zealous Persecution doubling as a combat trick.
Removal Is 4 Path to Exiles. Plain and simple.
As for Walkers:
1 Sorin, Lord of Innistrad - Emblem is great on the offensive, as is making a dude.
1 Sorin, Solemn Visitor - Lifelink until my next turn can get INSANE if used correctly. The dude it makes is very good aggressively and the emblem is a nice bonus.
1 Elspeth Tirel - Gaining 1 for each creature I control or make 3 dudes right off the bat is pretty sweet. And if I'm lucky, a nuke when appropriate.
From this build I can say the deck can't take off right away. I've learned from playing that I should ideally open on a hand of 2-3 disruptions and fight my fight. But is there any way I can make the deck better?
My local meta seems to contain some good variety but Fish and Twin pop up pretty consistently.