Misdirection is incredible, with so many counters, you can easily redirect Ancestral and that wins matches.
I have also tried to Misdirect a Thoughtseize and pulled some extra counters with that. Play it as a one-of and you'll like it.
Mystical would be better with Will, but it's just another Tutor that gets draw-spells and counters. It's a must.
Mana Crypt is just fast mana. I played a first-turn Tinker on the play, but it got countered. Oh well, that's Vintage.
If you combo out with Vault, you have to watch your Mana Crypt, but that's the same as in Tezz-Vault decks.
Here you just have another combo that doesn't take many turns to kill (draw a lot of cards and Tinker, Explode or Repeal your Mana Crypt).
I didn't have any problems with the Crypt, but you shouldn't always auto-play it, unless you need it for the next few turns.
Academy Ruins is good with recurring Explosives, reclaiming countered Vault-pieces and back-breaking with the one-of Crypt in SB against Ichorid/Dredge.
I also reclaimed my Crypt after the Tinker was countered and I drew my Inkwell. I needed the extra 2 mana, so reclaimed the Mana Crypt and hard-cast Inkwell.
The sideboard is mostly focussed on beating Oath and MUD/Workshop decks. The Energy fluxes are very important and almost auto-win against Workshops
and the Seals are just extra kills. The Seals are very important as pro-active hate against Oath. They have a lot of Counters as well, so it's very hard to win a Counter-war.
The Seals help to put hate on the board so you can develop your own game-plan without keeping mana open.
The Extracts didn't help out as we hoped, because people had several kill-conditions. Oath had 3 creatures, Tendrils played Confidants and 3 Tendrils.
It could be a very techy win: T1 Extract your Vault and you can't go infinite or the single Tendrils so you can storm into nothing.
That didn't happen, but I would gladly play it again.
