While I can understand and agree with your post, although I am not sure what your talking about is necessary or not, but I think you missed what I meant.
Knowing exactly what to expect from spellhai does not change that there is very little you can do about it besides the basic tactics that you always do against most decks(pressure, and maybe have teched healing), the problem is your on a clock, but unlike those other decks you have no idea the length of said clock, you can either go face really hard with your general in the hopes that you kill them before they combo you, but it at the same time makes you more vulnerable to the combo, so its a complete crap shoot based entirely on what they draw and nothing to do with you, on whether or not you want to go face or conserve your health.
I was not referring to the figuring out gameplan and playing around said thing. But the ones you mentioned there are good ways to play around unlike spellhai.
Pax is run much less lately due to thunderhorn so if you see it, its a pretty good tell its either dervish or swarm focused, and in general digging for aoe is good vs all of vets archtypes so there is a clear tell, counterplay, and common tech. Pax and oblysks dont usualy mix other than fireblaze, and oblysk decks are also really obvious really quick and again aoe and or dispel are your clear counters.
Via vanar sure they have a way to punish all three board choices now but its still pretty easy to play around even all three. To fight vanar you always hug close to the middle usually one space on your side from the middle, this keeps you safe from both avalanche and fissure while keeping you in movement distance to dodge infiltrate. Both avalanche and Fissure are rarely played, but when they are, considering they are hurt both players there are usually some pretty clear tells when your opponent suddenly clears out of middle/their side. And as long as you were following the orginal proposed tactic you retain the choice of the board side, you stick safe right up untill the point that avalanche is less of a threat then spirit of the wild or a mass of infilitrate.
Wall/Flawless vanar also becomes pretty obvious really quick, and while said decks are a little to strong right now, they at least have very clear counterplay and tech choices with AOE and mass dispel. Both things you should be teching anyways on top of the deck being slower giving you time to react and out pace and being board focused.
Yea I realize these are some pretty advanced tactics and meta knowledge, but they at least exist unlike spellhai which despite requiring a skilled pilot and a decent hand, makes my skill and deck building near irrelevant. As a skilled player I would much rather outskill/tech for an overpowered deck then loose to a lower tiered deck that makes my playing pointless.