Originally Posted by
Eldariel
The primary question here once again is your hand. If you've got the landdrops (or Vial/Lackey, of course), you'll play the control-game. If you need to just devote yourself to tapping lands and can't advance your own gameplan at all in the meanwhile, you play the aggro-game and pray. But ideally, you want to be denying their mana always to fight the Plagues. Also, having Patron of the Akki would be huge. If you don't have the control-elements, the bigger question is if keeping your opener was correct.
There's a definite question of what you've got in hand at this point. If your hand has enough fuel to kill him in two turns or so, this play looks really weak. Incinerator would've been my pick provided that you had the lands to port and use it; the extra card would've gone a long way, and could've been e.g. Pyrokinesis or a second Incinerator. Also, Chalice is a definite SB card. I managed to lose to the Elf combo once too, because I didn't play Fanatics and while I had a bit more removal, I failed to draw a killer hand (I didn't have Pyrokinesis).
Landing SGC is practically game win right there though - they have no means of protecting their Elves from it and you can easily wreck their engine and laugh. It's definitely in our favor with Fanatic, but even just Pyrokinesis on the SB is enough.
Solidarity really isn't all that bad a match-up. Between Lackey, Port and Chalice, you're actually well-equipped to beat them. Back in 2005, Mono-Red Goblins about split with Solidarity. The fact that their fundamental turn is 4 means you can win before them even on the draw, and having two cards for relevant disruption does a lot. You may have missed a lot of relevant plays by giving it up. Good mulligans and aggressive hands are all it takes; force them to have the FoW and then punish them for losing the cards. Port in response to High Tide (when they're going off; otherwise on their turn of course) and make sure they have to go off ASAP.