Well, Dozer already posted my latest MD version of The Shining (though I do own the Walk and therefor play it).
As some of you said before, Sligh can really be a bitch. After playing Hulk for fun lately (I love Extended Tog, and well, Hulk is the most similar thing in T1), I realized how much Tog itself screws Aggro. So instead of adding more removal, which would be dead against anything but aggro, I added the Tog. And I have to say I like it. It works quite well, from keeping Slighs Creatures down over being extra Meddling Mage protection to having your (nonred) opponents SB in creature removal after game one because they think you're playing Tog not Shining (like somebody said "When you get the combo running you can kill with just about everything*", so if it isn't to complicated I really like to end game 1 with Tog istead of Tendrils.
For the SB, this is what I was playing:
SB: 1 Circle of Protection: Red
SB: 1 Aura Fracture
SB: 2 Null Rod
SB: 1 Pyroblast
SB: 2 Duress
SB: 1 Mind Twist
SB: 1 Yawgmoth's Will
SB: 1 Tendrils of Agony
SB: 2 Deep Analysis
SB: 1 Balance
SB: 1 Primitive Justice
SB: 1 Reverent Silence
Vindicate is just unneccessary and Reverent Silence can remove multiple Pyrostatic Pillars (the power of which was shown on me during a few fun-matches on Friday or Saturday).
Null Rod is there for the single reason of Long.dec being played quite often and I knew at least the people from Minden would play it. And 1st turn Null Rod just wins against them. (I even won after Keeping Land, 3 Moxen, ZOrb, Ancestral, Null Rod, effectively mulliganing to 3, because of dropping 1st turn Null Rod against Benjamin Ribbeck)
Before adding the Rods I had 2 Pyroblast and 3 Deep Analysis SBed, to help the Control-matchup, especially Hulk. If you don't see much Long, play these (I'm not sure how good Null Rod is against Rector-based decks, as I didn't get to test the matchup lately).
The real problems for this deck are, IMO, the other top decks (Hulk, Stax, Long, Rector) and UrPhid (Blood Moon + Counters = BAD), but I manage to get 50% up to now (UrPhid is 40%, though, I think, but luckily it's not to popular). The two Null Rod slots should be looked at as Metagamehate-slots and be filled with either
Deep Analysis + Pyroblast for Hulk/Control in general
Null Rod for Long
Sacred Ground for Stax
Null Rod or Coffin Purge for Rector. (to be tested)
For Intuition over the second Sight, I just feel Future Sight to be a lot stronger topdeck, especially after having so many people play with AKs themselves over here.
Besides, an early Future Sight is game, an early Intuition does only do much, if you a)have a goddraw or b)your opponent is not playing AKs. And as said, I see more and more decks playing AKs. Aside from that, 2nd turn Drain, 3rd turn Sight is just better than 2nd turn Drain, 3rd turn Intuition + AK.
Quote I actually can't remember the last time I fetched Balance with it.
I can and it wins games. But yes, it's not needed as often since you can go off with Tendrils.
The Vengeur Mask matchup:
I feel it to be quite even, I'm about 50/50, maybe a little better against Womprax's unpowered build and won 2:0 (well 1:0 but just because of a few missing turns, which made me play for the stall-win instead of trying to go off and loose because of bad luck) against a powered version in Dülmen. The matchup is even to favorable for The Shining in my experience.
*As a funny note, during one of the 8-person Sideevents I played (4 of them, I won 3 and got 2nd once), I won 2:1 against a player with Shining who used a RANCORED UP NETHER SPIRIT PLUS A CUNNING WISHED FOR HATRED as his kill condition. As said, anything works after Sight+Orb+Bond are in play.
Oh and if anyone wants to give me french Baguette ... (Null Rods) for my English ones, let me know. The name's just great