I have been running the following build on MWS and it has been smashing face. I either get a [system] player lost on turn 2 or it goes into the later rounds and I out race them. Even when i play against some type of white control (swords, wrath, O rings, etc) I can still pull out a win because they just run out of answers after a 3rd Tombstalker, or a late game Spiritmonger.
-Lands(18)-
Polluted Delta - 4
Flooded Strand - 4
Underground Sea - 4
Tropical Islands - 4
Swamp - 1
Forest - 1
-Creatures(10)-
Tombstalker - 4
Dreadnought - 4
Spiritmonger - 2
-Spells(28)-
Ponder - 4
Daze - 4
Vision Charm - 4
Stifle - 4
Brainstorm - 4
Thoughtseize - 4
Force of Will - 4
-Enchantments(4)-
Pernicious Deed - 4
-Sideboard(15)-
Pithing Needle - 3
Engineered Explosives - 4
Krosan Grips - 4
Tormods Crypt - 4
The Deeds, Spiritmongers, and Sideboard EEs are great for the games where you don't blow up on turn two. Sure this deck is great early game but if you do not finish them off around turn 4 or 5 it tends to "crap out" pretty consistently. Adding in a 3rd threat and some "do over" cards really help the deck to be more rounded. Granted this build is still Dread Stalker but with some Rock tossed in. I either go for the Naught turn two and ride it out or drop the stalker turn two with a third turn deed. Not once have I even thought about popping the deed with a dreadnaught in play.
As for putting Painter/grindstone in as a splash would be bad because one thing that really helps with that deck is when you name red with painter and Hydro/Blue blast everything. Without that backup and/or removal the Painter deck isn't so hot.
Back when I first starting playing this deck I had Counter Top in and I think it was just my play style but I was always making decisions on if I could drop the Counter Top or drop a fatty. It just seamed like you have two different themes that counteract each other in "smash face as fast as you can" and "sit back and control the board while picking away at their life total slowly".

