This looks like where Eastman was going with MEPHkeeper a long time ago, This is going to roll to workshop every single game, you play chains, they play juggz, you play uba mask, they win. Aggro in general is just going to pound you, which in this metagame is very very bad. Also, it looks like the oath matchup would suck. Not good.
The thing is, the top decks in this metagame are NOT aggro. The aggro decks you will find are usally Welder decks or FCG. I think I can make a sideboard that deals with the two.
One problem I see is that Platinum Angel is really, really easy to kill, and once you have an Uba Mask out, you most likely won't be able to protect it with countermagic.
What happens if they get a turn-one Welder and you don't have a Force? As far as I can tell, that wouldn't be too good for you.
In any case, good luck.
I'm not sure is PA is they way to win. Originally I wanted DSC/PA, but I want to be able to Drain into a win. Any ideas? Memnarch might help again the $T4X matchup.
Decks that can't generate card advantage or at least dig for virtual advantage don't exist in T1 anymore.
All you have is AR and 4 x Impulse.
I can see this deck stealing a game against control and combo now and again, but it's biggest threat is itself. That is the problem with playing Chains of Mephistopheles in T1, and always will be.
I do like the massive Tutor for Tinker plan, though.
My virtual card advantage is
Ancestral Recall
4 Impulse
4 Lim-Duls Vault
Vault for Tinker is awesome. Putting Tinker on top is easy usaully, and then you can grab an Angel and ignore the life loss.
I think 9 cards + 3 tutors are good enough "virtual card advantage".