from my build.
I board 2x Surgical (AK, plow, shuffles for terminus. You dont need 3. kind of a blank draw if you draw too many.), 1x Needle (JTMS, EE, Teferi, Azcanta, etc no more top. you only really need to see 1 to stop jace.), 2x Lili, 1 Library, 2x Blossom, +2 Duress, +Choke, (11)
- Maze, -2 Depths (Awful to draw in multiples, card gets stuck in hand, games go long enough to naturally draw into it. they surgical this anyways immediately if you combo), -2 Wasteland (hitting their 2 tundras and volcanics? garbage), -3 Diamond (Bad Topdeck. Card disadvantage,), -2 Scrying(you'll draw naturally due to how long games are. relying more on your enchantments anyways), -1 Loam (if you crushed em g1. you can keep it if you feel like you can cheese them. you can cut the 3rd wasteland if you want here instead). GQ is good b/c you can stage copy GQs and ghost em off white and just overall better than wasteland. making them shuffle away terminus or strip mine is also amusing.
For discard priority.> Jace/Permission to resolve your 2 drop.>Snapcaster.Mentor>The rest. Plow is very low on the discard priorities unless you only have bob and need it to live. lot of times you can discard a CA/Creature and have em plow a hexmage/bob and then you can surgical the rest. Leaving plows stuck in the hand is great while you develop your mana/hand. For reference. Ive won a game where I seized my opp's hand and saw 3x Plow, Purge,+EE. I took the EE and slammed a choke and easily won. Enchantments are so key to winning. As long as Miracles cannot run away with JTMS, they can cantrip all they want.