Your matchup vs Dreadstill HEAVILY relies on their second color. This deck in particular is another reason I stuck with the Unmasks, because it's worth ditching a potential combo piece to rip them from theirs. Against all versions, rip their hand with Therapy, even if you won't get multiple zombies out of it. Dreadstill packs very little draw other than Standstill, and most builds only run 8 counters, typically 4 of them are Daze, which LEDless builds can typically afford as long as you don't attempt tapping out on every play.

If it's monoblue, you want a Stinkweed to hit the table asap, and ride the absolute shit out of it. Their Nought will push through 9 damage, sure....but that's a 2 for 1 for you that furthers your dredge capabilities. In addition, block with whatever creatures you have if they don't drop an EE on you, to maximize your next turn's onslaught against them. Aside from Nought, they really shouldn't be putting you on any sort of clock, as the maindeck only packs 4 Manlands (typically), and 3 Mages. Aside from just beating you down though, they have very little against your man-plan. EE can only be set once (unless they pack Ruins) and only at 0 or 1, and you have cc's of 0, 1, 2, 3 and 5 that you can get down. That's really their only shutoff to your swarm, so abuse what you can and don't over-bait Crypts that they can search for. If things get stale, you can always bring back a GGT and pretty much call GG against Nought. Late games your dude should be pushing 12-15+ power, as long as they haven't hit you with Crypt.

Green splash isn't much to talk about, other than Goyf. He'll be a nuisance, but K-Grip and most other things they would use the splash for are pretty much dead. It'll play out a lot like mono-blue, but with them being able to play out a bit more aggressive.

Red splash is quite a bit tougher. They can add in Burning Wish to the main, and Pyroclasm can come out of the board (or maindecked as well). This means that your man plan needs to be the combo, while still using flying creatures to hold off a quick Nought. Again you are going to want to rape their hand asap, and blast through their counter magic. Chain of Vapor is an MVP here, much like in mono-blue. You don't need to worry about Leylines for either of these matchups, so it should always aim at Nought. This is huge tempo on your part, and they will almost never be willing to nuke a land to hit something on your end, and now they have to dig for another Stifle effect.

Next up is the notoriously painful black splash. They can maindeck Thoughtseize, Bob, sometimes Duress and Wombstalker, and can pack Extirpate, Jailer AND Leyline in the board if needed. Race the absolute hell out of this version. Attack their hand asap, go for the combo if you don't see Leyline game two. If they hit Leyline, hope you have quick answers (another reason I love Mystical here, because I draw into my Chains from the topdeck, and their discard is dead quite often), and can amass an army before they can nuke it. Abusing Ichorid and Bridge is a great plan against them here, as pinging them repeatedly means they need to find Nought or hardcast Leyline asap.

U/G/B can also be a pain in the ass (often times more so than U/B). This version plays more like a bastard child of 4c Landstill, sans white (a good thing for us, Ichorids hate to plow). They can pack all sorts of sideboard goodies, some terrible against you (K-Grip for mirror matchups, for instance), and some amazing (Leyline, Jailer, etc). The maindeck packs Goyf and Deed, giving them the ability to effectively neglect your combo and aggro plans almost entirely. This I'd personally say is the toughest. They have far more bombs than the straight up blue version and often more stable than the other splashes. They also gain a significant clock increase in Goyf, while being able to abuse both Deed and EE if necessary to keep you off a swarm.

In reality, the game plan shouldn't shift much with any of the builds, other than whether or not you plan on seeing specific hate pieces in games two and three. Constant Ichorid recursions along with backup from Moebas and Stinkweed/Thug recursions will help keep them from pinging you down too often, and the Nought should be dealt with asap. Aim Therapy at Stifle or Standstill in most cases, as the decks tend to fall apart easier without access to them. This obviously varies depending on board position and such. Go for the throat if you feel you have an opening, as they aren't a dedicated control deck. Do not be afraid to push hard against them (but do not overextend unless you are absolutely backed into a corner) because their combo takes them time to assemble and protect, all while hoping to stall you off.

This archetype is another reason I've been thinking of using CotV instead of Needle in my SB. Being able to force them into finding an EE or bounce to take down your CotV before they can even drop a Nought is huge, and usually forces them to waste a Mage in finding Explosives. It's a great card to bait their limited counter magic with, especially if you aren't going to need to heavily rely on PImp or Tribes (or you already have one down). Needle might serve a purpose in keeping Crypt/EE/Deed from blowing your board, but this is almost always just for hitting the combo. You killing off their most valued win condition seems a much better idea.