Okay, analysis of my revamped Flicker deck:
- Absolute nightmare against other control decks
I took the deck to my LGS and played against one of the guys there who is definitely one of the best (or at least, most money-invested) players there. I playtest against him often, because he mains control decks and is well known for having a stupidly resilient Grixis Control deck. I beat him three out of five games-- I don't think I've ever beat that deck before.
Flickering is a fantastic mechanic against removal, because flickers are so useful-- I can use them to disrupt targeting and it gives me great field control. Your Lightning Bolts and Terminates mean nothing if they can't hit a target!
I could tell that even in the games I lost, I was making him nervous. That was reward enough.
-Absolute garbage against blitz and token decks
I played the LGS shopkeep a few times after the control guy left. His Izzet Blitz deck revolved around boosting Kiln Fiend and Nivix Cyclops being pumped by cantrips rather than the quintessential pump spells. Even Mistbind Clique was useless here, because all of his spells are instants, and I can't counter all of them. Not worth it. And tokens are too hard for me to board-control without more Declaration in Stones, and I'd much rather invest in Path to Exiles over those.
Notes:
Faeries super underperformed. They're fun, sure, but they are awfully slow. I should just give up on them until I suck it up and invest in Bitterblossoms and Mutavaults. So as much as I love them, they're out.
Flickering is such a powerful mechanic-- even more so than I originally thought. Burn and kill spells on my creatures are pointless, and bouncing enemies away with Reflector Mage and Flickerwisp leaving me open to attack leads to fun results, including straight-up no-selling attacks after blocking them, leaving me free to attack the next turn.
So let's emphasize that!
I've renovated it again:
http://tappedout.net/mtg-decks/phase-distortion/More flicker instants for more fun, more quick removal, and more punching power.
Notable additions:
Lingering Souls is back. Always nice to be able to get some chump blockers on the fly.
Blade Splicer is in-- ridiculously good to flicker, because multiple 3/3 first strike golems? Why the hell not.
Hanweir Militia Captain is in not only to lower the mana curve and give me something to play turn 2, but can become obscenely powerful when flipped. I was tempted to put Champion of the Parish in instead because it's faster, but Hanweir Militia Captain is more valuable overall.
Vapor Snag is in for quick removals with a little 1-damage slap in the face.
Avacyn is out, as much as I'm dying to use her. She just doesn't come out enough to be worthwhile, though she is sideboarded in case of token decks and slower decks.