@vaughnbros getting locked out on the draw means they play sphere turn 1.
You lead with land, mox.
They play revoker turn 2 naming your mox
You drop a land.
They drop another sphere effect.
You drop a land
They waste/strip. Meanwhile because their lands produce 2 and 3 mana a pop they are playing a sphere and another aggro piece and suddenly on turn 4 you are 5-10 life and facing lethal.
Happens all the time because the deck has 1/4 to 1/3 of its cards tailored to stop you from executing your game plan. If you can get this far where you can resolve a spell or two - you now have the advantage because they've probably emptied their hand and are in top deck mode. But you now have 1, maybe 2 turns at most to stop them before your life total runs out. This goes back to what Chubby was saying a few posts up. If your game plan is just, "resolve some solid anti-artifact cards after you get a couple of mana sources in play" then you are going to lose. Fast and hard. But if your game plan includes what to do after those anti artifact cards are played and how you recover and stop them from re-establishing themselves you are a lot closer to winning.
If you are a creature based deck, you'll do much better in those lock scenarios as you have a board presence to slow down the aggro onslaught, at least until ballista comes down. Perhaps you are using energy flux to wipe their board with creatures to beat them down. Getting EF into play involves at least 3 mana so you need to make sure you aren't missing land drops.
If you are a combo deck you are looking for something like hurkyls to force them to reset their board and remove their sphere effects at the end of their turn. You aren't just doing this as soon as you draw hurkyls. You are either doing it when you a) can win on your turn so you hurkyls EoT or b) need to stop lethal so wait until they commit and force them to reset, buying yourself an extra few turns or c) wait until you are in a position where you can stop them from redeploying their board so fast maybe by having a null rod in play for example to slow down their mana and development after a reset.