Originally Posted by
benthetenor
While we're saying things that aren't options for the people asking the questions, I would argue that if you want to beat Elves specifically, you should do it right and play Miracles. To actually answer his question, boarding in some number of Repeal should help, and additionally I'd consider a version with Remand, Snap and Force of Will if you have a lot of that kind of combo deck in your meta. If you stop them from going nuts with Natural Order or Glimpse of Nature, then they're just playing a slow creature deck with no disruption, which means if you can stop those two cards, you should survive until turn 5-6 at which point you should be able to go off without too much risk. Likely they will board in discard spells which will make things more difficult, but that's why we play the games.
A very simple question that I asked earlier that you didn't answer: if you're worried primarily about the speed of this deck, then why are you playing the instant-speed version? Or any other sort of faster combo deck? You lose a lot of powerful sorceries (Merchant Scroll being one of the best) and are forced to work with trash like Opt and Peek (and Thoughtscour and Visions of Beyond and Remand) instead of Ponder and Preordain, and you have no card that lets you come back from being decimated by discard spells (Time Spiral), and Candelabra is at least as powerful as Reset. Or if you like Snap + Cloud of Faeries + Snapcaster Mage, you can still get all of the benefit from those cards by updating a Spring Tide list. Both of those decks are faster and better against a deck like Elves that doesn't try to interact with you, and you will fizzle less with more powerful cards. I understand that you like the instant-speededness of this deck, but the second you introduce cards that aren't instants (and much worse, a card that you want to go off around) you completely destroy the strongest point of this deck, which is the ability to go off in response to something your opponent is doing, so there's no real reason to not just take that idea to the logical extreme.
It's clearly not going to mean much to you to try to explain just how bad a sorcery-speed card (even a singleton, let alone one that you're trying to build a strategy around) is in a deck that has as it's primary strategy the ability to go off in response to anything that's happening, or in your opponent's turn. Playing even one means that you have to restructure the way you play your spells and pass priority to your opponent, and if they have a response it's much, much worse to have that card in your hand vs. if it were an instant. You can do whatever you want; I really do not care, mostly because it's going to make itself obvious to you just how bad it is after you face a few dozen opponents. You can try to innovate just for innovation's sake, but I assure you that there is no card that's been in existence (instant or not) since the deck first came to be that hasn't been heavily tested by myself and by the people who play this deck. If you don't believe me, read the old thread, too. This one only goes back to the end of 2008, at which point the deck was already pretty much dead. You can also innovate just because you want to, just to have fun as you've put it, but that discussion has no place here.