Rock is all about slowly building up card advantage though. You don't want a million one-for-one effects (especially not, as all of your 16 Vindicates are, at three mana). Some obviously are necessary; you really want something like StP or Wretched Banquet to kill Lackey, because having no answer to Lackey is like trying to play baseball with no outfield.
You really want to maximize things like Deed though, or (less obviously) like the Finks/Hierarch slot. Finks can be a four- or five-for-one, played correctly; he takes down at least one blocker, if not two (against goblins or something), and he puts your life total another Fireblast higher. Even if they're not playing burn, that's still two turns of Mongoose/Factory beats. Hierarch likewise boosts your life total, and there are few enough four-power dudes in the format that he'll eat a few goblins/Geese or some removal spell (and, since he sacrifices for something, Hierarch can dodge StP and be re-used via Stronghold or Genesis). Little things like that add up over the course of a game.
On that note, has anyone tried Gerrard's Verdict? Stupid good against storm, for instance, pretty good against a lot of other things. If you're running StP and Hierarch anyway, it's worth a try. I usually stick with Duress and Thoughtseize for the sake of my mana curve, but there are a number of times when that's just fallen short.

