Personally in t2 I'd run at least 2 Besiege the City and 2 Failed objectives. Pharaoahs Throne Room is still one of the better protect Forts out there and there are plenty of ways to search it out. That allows you to slide in a Magic charms . . . Maybe 2 (1 in reserve) with Egyptian Magicians, Jannes and Jambres.
I've come to realize a couple things about t2
1. To have a chance to win you have to have an incredible amount of speed to refuel your hand and options - drawing, searching, reveal and take . . . Have several ways to get speed because your opponent will most likely counter 1 or 2 then if they can. (I still believe very few counters are better than having threats)
2. Playing 4 copies of the most powerful cards is not as effective as having several different types of blocks and rescues to attempt. Keeping your opponent off balance and unsure of what you are doing is critical.
3. Utility, Utility, Utility. These cards allow you to disrupt your opponents plans and their super rescues/super blocks. They also help
You set up your best punches. They are sort of like a jab in boxing. They don't inflict a ton of direct damage but they set up your hay maker and they keep your opponent from being able to fire off their hay maker.
4. Options are amazing - cards like forest fire are extremely useful, forest fire can be played as good or evil, it can be recurred, it has a ton of different targets, it can be CBN, it is CBP.
5. Reading what your opponent is is attempting to do is critical, especially if you fall behind in card count. Once your behind you have to start picking off the right cards your opponent puts in play or they will steam roll you. T2 requires a vast knowledge of the card data base, strategies and creativity to reach top level.