This is a more "fair" version of the Hexproof deck that is also Standard-legal. It is labelled as a Combo deck instead of an Aggro deck since it essentially ignores what the opponent is doing and focuses on throwing out super-enchanted creatures for a speed win. The combo hints are there to prevent the Avacyn's Pilgrims from being enchanted since the AI will happily tap a 10/10 Pilgrim for {W} instead of attacking or blocking. The second hint is supposed to make the AI favour the hexproof creatures for enchanting but it appears to be superseded by the first hint regardless of the order which I place the two hints.
I think the one thing AI decks could do that would stop a lot of cheesy/not true wins is resetting their combat damage algorithm to deal damage to the creatures with the lowest toughness first instead of the order they were assigned to block. I abuse this all the time because I'm not just going to give up an advantage I have over my opponent just because a non-AI player would do it differently (i.e He attacks with a 4/4, I block with a 2/6 and a 2/1 and neither of my creatures die but his does.)
This deck makes use of the new toys from the 0.19 update, Miracle and Mana Leak, for a traditional counterspell-heavy Control deck. The low mana curve and 16 counterspells should ensure at least a few turns of endless (frustrating) counterspells though the AI will tend to run out of steam in the late game after dumping all its spells frivolously.