Some more thoughts and ideas, after playtesting and goldfishing some more.
(1) Holy croikee is Belcher a favorable matchup! They run so few land. Chalice is MVP, Wretch for their Welder, Null Rud out of the board!
(2) I played a Beacon/Doomsday combo deck, too. Owned that. Chalice at one prevents the stacked Ancestral from plowing through to Mind's Desire, Lotus, and Beacon; whereas Chalice for 0 coupled with LD can prevent Desire from resolving (they count on Lotus). This is kind of just jank combo, but it's nice to know that Chalice's all-around utility means something.
(3) I'm no longer that worried about the deck's ability to unload effectively. Lotus + Jet help, no issues with Chalice ordinarily, just good old-fashioned
accelerando. While it's true that the deck packs too many cards in the 2cc slot, it makes up for this by Chalicing for 0 and then 1 (and winning out big-time on those plays), and honestly the cards in these slots are the heart of the deck, and it's not worth changing them to something less useful just to make the curve a bit better. If I were to replace 2cc cards, it would only be with 1cc cards, in which case I'm hurting myself on Chalice more. The only tenable switch in this regard is Therapy for Hymn or Therapy for Sinkhole (I also considered Pithing Needle for Sinkhole, which would take the deck in a new direction (more utility) but make it more vulnerable to artifact hate that Vintage is simply packed with, and, again, more vulnerable to my own Chalice). I also noticed that my previous worries were based on my pseudo-Legacy play with this deck vs. my friends' casual decks, where Chalicing for zero isn't strong and you have to Chalice for 1. When this deck has to Chalice for one
instead of, rather than in addition to zero, it tends to get the Limp Black syndrome Tan talks about, where you go:
Swamp, Ritual, Hymn, burn for one, go.
Swamp, tap, tap, Sinkhole, go.
Swamp, tap, tap, Chalice at one, go.
And you wonder why you even drop third-turn lands at all. You had one of your '1cc cards' (Ritual) and yet it's still painfully obvious that your deck = 2cc.
Anyhow, with my first Chalice normally coming out for zero, this deck feels a lot more 'powered,' because Chalice is like this mini-Mox that is in reality a Mox-hater! (Especially on the play.) So, on the play, we get (with quite possibly the same exact hand as before):
Swamp, Chalice at zero, Ritual, Hymn, burn for one, go.
Swamp, tap, tap, Sinkhole on the only land (no Mox), go.
Swamp, tap, tap, Bob/Wretch/Fiend/Sinkhole/Hymn, go.
Now, we are still somewhat tied up at 2cc if we haven't draw into Duress or Ritual or even Waste/Strip; however, with Chalice coming down for zero we get
one 2cc-card FURTHER into our hand. That makes all the difference, as next turn we'll draw two cards thanks to Confidant and swing for 2, shut down the yard and swing for 2, etc. Anyhow to others this may have been simple but it took me a while to move Chalice to the '0cc' column in my head. Chalice at one wrecks lots of decks, but zero on the play is great, and zero on the draw is still better than allowing some topdecked 0cc nonsense to accelerate my opponent into the one threat/tutor I wasn't able to nab this turn.
(4) Still mulling over Vial, Razormane/Jitte/Masticore (and I even considered Cursed Scroll here, but quickly decided that it's too situational and doesn't beat the way those other three do-- it's about as effective against creatures, but half as effective against black-hating strategies).
(5) Fiends are good, but adding any more maindeck would water down my creature base or my disruption base, making it better against some things and worse against others. The most probable cut would be -2 Hymn +2 Fiends, but Hymn is great so far in testing. Misdirection is the biggest problem, and I now have 6 discard effects to strip it before I Hymn, plus Sinkholes to bait it out with. I'm particularly fond of Fiend in conjunction with Hippie. When I can ensure that Hippie swings in once, it sort of snowballs from there for me.
(6) Twice while playing the Beacon/Doomsday deck, my opponent had Tinker in hand (he played DSC (and Tendrils) as alternate wins). I Duressed it away once while his manabase was in disarray, and a second time I think I had a Chalice on 0 or else a Null Rod and it was likewise deck. At one point when he had it in his hand, and I knew that he did, I actually had enough to Chalice for 3, plus the mana to do it if I committed. However, the game was over at that point as I think my attack that turn killed him.
(7) 13 Swamp (Lotus + Jet account for the others) is sweet. I'm having good draws as far as land goes, or moderate draws which Confidant smooths out. Twice against Belcher I drew a sideboarded-in Null Rod without the mana to play it, and both times Ritualed-out Confidant reveals a Swamp on the following turn.
(8) Belcher used Oxidize to remove Chalice and Null Rod post-board. Seeing as lots of decks also use Chain of Vapor, I feel good about the deck's chances against artifact removal post-board. Hurkyl's Recall and Echoing Truth are really best against me, as Chalice for 2 is too crippling to try except against Oath, so those are the ones to watch out for.
(9) I have been considering Mana Crypt, basically because I find that Sol Ring is fantastic with Wretch, allowing me to play my infinite 2cc stuff with 2 swamps while always leaving that invaluable 2 colorless open. It feels a lot like Vial in Vial Goblins in terms of how it frees up my mana. In fact, Vialing in a Wretch is a prime reason to use Vial. Which I'm also considering, but it hasn't been great in testing-- seems like the kind of card that's a bit far from my strategy at present, would require an overhaul to include.
(10) Withered Wretch.dec?
(11) I recently played against Gifts control. In the first games, I generally lost to Tinker unless I got lucky with Duresses, Hymns, Fiends, and Hyppies, or unless my opponent was mega manascrewed. The sideboarded games, however, were fantastically close, with me mostly having the edge. The plan was:
+2 Null Rod
+3 Edict
+1 Demonic (I used this once to find an Edict-- sweetness!)
-2 Sinkhole
-1 Negator
-1 Hymn
-1 Wretch
In retrospect I should not have taken out Wretch, as resolving him practically means game here. I remember winning one game by Chalicing for 3 when it become evident that taking Yawg's Will and Tinker offline would win it, but I went back later and realized I also could have gone for Wretch, removing Will and Tinker from the yard, where they were. Either way. (I knew my opponent had no counter backup.) This is one of those matchups that make me wish I had room to maindeck Null Rod.
(12) I also played a Madness deck. Aggro decks in general are bad news, but green is the calmest flavor, meaning that if I resolve a first-turn Hyppie with a decent hand otherwise, I probably win. On the draw with no first-turn play, it's tough. My SB plan was:
-2 Negator
-4 Chalice (can get one of their three pieces of power on the play, or go for 1 to nab 'Walla, but all in all it's not worth the freight)
-3 Hymn
+3 Edict
+3 Contagion
+2 Masticore
+1 Demonic Tutor
I kept some Negators in 'cause they're just so huge. First-turn Negator is still good, esp. if I have excess lands and all my opponent drops is Rootwalla. This configuration worked pretty well. I'll call this matchup a toss. All in all my gameplan is more cohesive, but the Mongrel/Wall/Wurm/Logic synergies are pretty ridiculous.
(13) And lastly, I played Stax. I played kind of poorly as I haven't played Stax that often and am not comfortable yet. Even so, I got pretty well handled game one (turn one Trini off Workshop doesn't help . . . at least it's restricted). SB:
+2 Null Rod
+3 Contagion
+3 Edict
-4 Negator (can't be sacrificing even
more things!)
-4 Sinkhole (manascrew really isn't an option here, when it comes at the price of

and a turn (usually))
This worked decently post-SB. Chalices are nice to just throw out there for zero if there's no other use for them. Getting down a Chalice on the play, Wasting a Workshop, or first-turn Hyppying are all strong options. I'd call this 60/40 in favor of Stax. Winnable with a little luck of the die/topdecks, but their board removal strategy clearly has the edge. The greatest thing about my deck, though, being a tempo deck, is that I'm equipped to take advantage of any little reprieves in the Stax player's disruption. This is a deck that loves getting 'land, go' turns thrown back at it, where it can sieze the tempo and steamroll from there. Each little tempo card creates more time for each little tempo card. It's a tenuous strategy (that's why we also have cards like Negator, which just hammer), but when it gets going, it's very strong against any deck.
Eric