Riiiight...because obviously chipping off cards one at a time in a format that's still pretty dang fast is going to let you win before your opponent beats the snot out of you. -.- *Rolleyes* Defender and the vamps are both far too slow and unreliable for outdeck.
Now, on cards that actually help outdecking:
Morphing Jar (kills a potentially large hand and runs through 1/8 of your opponent's deck while replenishing your own hand, definitely worth it. With the tempo drop of the mid-format change you might get to flip this too)
Needle Worm (again, five cards right off the deck, we can run multiple copies of Book of Moon too, so if you can keep them alive the flip-flop will be vicious)
Card Destruction (we live in the age of huge hand sizes, and the bigger your opponent's hand the better this thing is for mill, no reason not to run it =O)
Necroface (Best. Outdeck. EVAR. Just tossing this into your removed from play pile immediately puts a Morphing Jar-size dent into your opponent's deck without replenishing their hand. Oh, and the best part? If you hit another Necroface with this effect, you will immediately nail another five cards from your opponent's deck (that's already 1/4 of their deck down the drain, not counting the cards they've already drawn). Honestly, if there's any hope for outdeck in this format then it's necroface, as the blow against RftDD and Dimension Fusion makes RFG strategies far more appealing)
Morphing Jar #2 (Given the trend of running lots and lots of big, 'special summon me' monsters and crazy piles of spells, this card has the potential to put a huge dent into your opponent's deck. Normally, revamped Magical Explosion stares in awe at the mixed blessing of having the better part of their deck ditched, but if you backed this up with Macro Cosmos they'll be crying their little hearts out over the amount of spells that now sit neatly in their RFG pile, out of reach for both Valley and Explosion. With a dedicated flip deck, you may also find yourself setting a new Jar #2 along with, say, a Needle Worm, which you can then flip to keep the cycle going. Once Jar mill gets going, it can be very brutal, but it's kind of a slow start deck and needs lots of protection, so it doesn't mesh with the current format that well. Still, testing things out doesn't hurt. =O)
Hiro's Shadow Scout (sorta, sorta. Most decks in this format do like to play lots and lots of spells, so you may well find yourself tossing away their Heavy Storm or the like. But then, by the same token, you may find yourself handing Rescue Cat to a Gladiator Beast player or Dark Armed to DaD Return. So yeah, personally I think this is a bit too risky, but it is fun to follow up multiple shadow scouts with Card Destruction.)
Personal opinion? I think Necroface mill is the best way to go. They get draw power with Allure, they RFG (which is definitely a lot safer than dropping stuff into your opponent's graveyard right now), and Necroface itself can switch from outdeck fodder to big beater in a pinch and keep you from outdecking yourself if the strategy backfires. You could also try adding in a burn approach to the mix with D.D. Dynamite, but then that does has the nasty potential to destabilize an already wobbly build further, so that's your choice. Frostweaver posted a Necroface mill deck a while back, so you might want to look that up for ideas.