So I have been testing a personal aggro chalice build to some good success. There are some issues that I have come across which I hope to get some feedback and advice. I'll post a list so you guys can get an idea where the weaknesses are when it comes to finding the ideal sideboard configuration

Lands: 24
4 Wasteland
4 Seat of the Synod
4 Mishra's Factory
3 Blinkmoth Nexus
1 Island
4 Ancient Tomb
4 City of Traitors

Creatures: 19
4 Steel Overseer
4 Phyrexian Revoker
4 Etched Champion
4 Master of Etherium
3 Lodestone Golem

Non-creatures: 17
3 Mox Diamond
2 Mox Opal
4 Chalice of the Void
3 Crucible of Worlds
3 Umezawa's Jitte
2 Sword of Fire and Ice

Sideboard:
4 Ratchet Bomb
2 Winter Orb
3 Thorn of Amethyst
3 Tormod's Crypt
3 Trinisphere

QUESTIONS ON SIDEBOARD AND IDEAL 'MUD' SOLUTIONS TO THESE MATCHUPS:
The list that I worked out has a surprisingly good Zoo matchup (almost 70-30 right now against little Zoo pre-board and maybe 60-40, 50-50 postboard). These games are won by Etched Champion + Revoker slowing pridemages/lavamancers/knight while getting Crucible and incremental lockpieces out. I'm not too worried about this matchup.

I did try out Ratchet Bomb against Zoo but was not impressed. My experience with Ratchet Bomb now leads me to two conclusions (please let me know if I am wrong on these observations):

1) Ratchet Bomb played pre-emptively usually never leads to an x-1. Your opponent will play around it and it becomes a 1-1 spell at best, and a really slow one.
2) Ratchet Bomb played after your opponents dropped the spells that you want to blow up is usually too slow. It's still decent against 1-2cmc, but from 2-3cmc, playing Ratchet Bomb after your opponents dropped his bombs is usually too slow.

It's almost like Tormod's Crypt v.s. Dredge. Either the Dredge player plays around Crypt (Ratchet bomb) or Crypt (Ratchet Bomb) comes in too late to do anything.

So my question is: against Zoo, what can MUD utilize to improve matchups even better?

Now, the main reason I play Ratchet Bomb, is to hitrandom enchantments in Enchantress or Countertop (I lose to Moat) that MUD simply cannot deal with. These don't crop up often because these decks will have some trouble resolving 3cmc and 4cmc postboard when Thorns and Golems + Wastelock are coming in against them, however, I found that in these matchup, pairing up 3 Ratchet Bombs with lockpieces guarantee some outs in case they resolved something.

Another big reason to play Ratchet Bomb is hitting Vials. It's my strong belief that Stompy/Stax cannot beat Vial if it's in play. Your entire deck strategy crumbles. It's a reason why my MD has 8 hate against Vials (revoker, Chalice), which IMO is sufficient, but I want to ensure that I crush Vial strategies postboard or from the lowest considerations, not lose to Vial. Ratchet Bomb in this respect, when paired with Revokers/Chalice are decent against Vial.

However, my main problematic matchup right now is Gobs. After testing about 8 games, the matchup is 60-40 in their favor, and probably worse for me postboard. It has to do with the combination of Lackey/Wasteland/Vial. If they tempo me out with a Wasteland, I'll be very behind if Lackey is paired with the Wasteland. Many of these games which I tried stabilizing against Lackey involved Jitte, which is tremendous against them. The list I posted above has added 2 Sword of Fire/Ice to deal with Goblins. I'm just wondering if 4 Ratchet Bombs, 3 Jitte, 2 SoFI, eight 1-drops (well 2-drops but I can cast them turn 1), 7 manlands can handle the turns 1-3 of goblins.

What other cards can MUD bring in against tribal/Vial decks? If I can secure good wins against Merfolks/Goblins, I'll be happy because I am satisfied with my Zoo/Control/Combo matchup with this deck so far.

One last question: What is MUD's answer to Emrakul/Progenitus? I was thinking Wash Out (doesn't hit Emrakul) which catches any aggro deck or Enchantress/Moat etc. Another option is to play Ensnaring Bridge, which has good synergy in my maindeck with Blinkmoths slowly flying over or hitting with 2-power Etched Champion (unkillable/unblockable) while keeping 2 cards on my turn and 1 card on their turn, and god-forbid Champion accumulating counters on Jitte under an Ensnaring Bridge and swinging for lethal later :P. I'm leaning towards Ensnaring Bridge as an out against Emrakul/Progenitus and maybe goblins (although I really think 2 SoFI + 3 Jitte should shore that matchup now, except when I lose to tempo wars).

I've been very unsatisfied with Trinisphere. It's good against combo, but I feel that Thorns do better since it's consistently castable on turns 1 (not the case for Trinisphere). Both Thorns/Trinisphere requires 3-mana to be paid for combo to Burning Wish for an answer, and Thorns hurt Doomsday variant more than Trinisphere. Against control, Thorn is less powerful for 1cmc spells, but has the same effects for 2cmc spells as Trinisphere, but hurts their 3-4cmc spells as well. It's always a turn faster, and allows me to play more spells out myself. I'm on the fence on cutting 3Spheres, and perhaps adding Ensnaring Brdiges or other selections of cards that you guys suggest.