This is my latest attempt at a deck utilizes Venser, the Sojourner to bounce creatures to net card advantage while locking down our opponent. Some green is splashed in to allow for some serious ramp so we can get out our powerful creatures asap.
The Creatures
Acidic Slime has obvious synergy with Venser, the Sojourner as a land/enchantment destroyer. It has death touch, but should only engage other monsters in extreme need.
Solemn Simulacrum is our typical ramp/card advantage engine. He also synergies with Venser, the Sojourner as an infinite card drawer.
Dungeon Geist is the king of our creature lockdown and is a decent flier on his own. Also combos great with our planeswalker.
Frost Titan is basically our endgame finisher most of the time. He is very hard to remove, locks down two permanents at a time, and has great synergy with our planeswalker.
Sunblast Angel is powerful in her own right as a 4/5 flier for only 4WW, but in the deck she serves as a Day of Judgment after an Exhaustion or if we have Frost Titan and Dungeon Geist in play. She has some synergy with Venser, the Sojourner but if you can use her as a wrath once you've probably already won.
Lorthos, the Tidemaker is kind of our troll "i win" button, though if you get lucky with ramping and get him out super early i guess he's legitimate.
Spells
Quicken is the powerful little instant that makes everything possible. Quicken into Supreme Verdict is especially powerful, though Quicken into Timely Reinforcements is basically a Gather the Townsfolk plus Angel's Mercy but better than both. Quicken also turns Exhaustion into a better Fog. Also lets us draw one card.
Ramptant Growth and is here for ramping pure and simple. Before I was running a four set of Explore in case we had too many tapped lands in our opening hand we wanted to play early, but I realized that Rampant Growth is just better for the guaranteed extra land since Explore into a Frost Titan on turn two is just awkward for everyone.
Harrow my friend brought to my attention that Harrow is better than Explore and is more consistent for getting out our land. We have a full seven Island s in the deck so sacrificing one to get guaranteed two lands that we need. It also can set up some great combinations with Quicken to allow for a sweeper on our enemy turn. If we have one green mana source and only islands and a dead wrath we can sack and island, draw two lands, then quicken and really save our butts.
Supreme Verdict and Wrath of God are just overall great, though they have different strengths and weaknesses. They and Quicken together means we don't have to worry about counterspell as much unless we are playing vs xUW and we can mainboard more ramp.
Timely Reinforcements allows us to reset the early game and hopefully come off more or less even going into turn 4 or 5.
Detention Sphere is the last part of our control and gives us great flexibility vs. everything. Doesn't really work with Venser, the Sojourner though, but hey no card is perfect.
Sideboard
The deck is weakest against really heavy aggression and xUW really heavy control. The deck also has some problem with graveyard decks, regenerate decks, and enchantments.
Acidic Slime allows us to have more enchantment and land hate if it becomes obvious that the game is going to go long.
Forest if we are going to add in the Acidic Slime we need to buff up our G mana pool to get out that 3GG cost. Probably trade Plains out.
Deicide is great for destroying enchantments and, obv, killing gods.
Dissipate and Negate are for decks that are spell heavy or counter-spell heavy.
Exhaustion is great both lategame when they have a lot of land, and for surviving against aggressive creatures. Quicken + Exhaustion shuts down haste hard.
Frost Titan is another fatty if the game goes late.
Venser, the Sojourner for if the game goes late and if we really need his emblem.
Wrath of God for aggressive matchups.