DESCRIPTION
game one, you basically want to have your agents show up and start doing crazy things. give them swords, or give the swords to phyrexian crusaders and make them damn-near invulnerable. game two, the swords and b. agents go out as well as some of the removal (if its control otherwise just remove swords and agents) and you turn into permission. this is almost always, because game 1 with the blighted agents plus swords put pressure on people that they will side against really hard. consume the meek hits caw, it hits goblins, it hits a lot of stuff, including tempered steel at some points. game two and three you have switched into permission and you just punish every mistake they make ten-thousand fold. worst matchup is probably birthing pod as well as traditional ub control, but this is situational and game 2 will see you siding in memoricides for their pods. once you get those, you just make sure they dont get dual-lands if they havent scooped.
if some brainstorming on the sideboard strats could be done i would be ecstatic. normally i just go into permission against 100% of my matchups, even if game 1 saw me dominating with the agents and inkmoths.