Other Tutors - You can use other tutors like
Enlightened Tutor,
Academy Rector, or even
Gamble.
Muddle the Mixture might be good for a few of the 2CMC perms in the deck.
Warp World - Another nice battlefield scrambler, though you do need to be careful of high token counts. Also, more often than not, you will end up with a small amount of creatures to their big nasties, so be careful when and how you cast it.
Other Anti-Attack cards - Like Blazing Archon (good, but a high white cost), Norn's Annex (arrow to the knee), Chronomantic Escape (weird), Peacekeeper (nasty). I don't recommend War Tax, since you have to "reload" it before the attack phase of each opponent.
Dovescape - Certainly a fun card, but it really depends on the meta. If you think people are going to suddenly gang up on you, you might want to re-think this one. Then again, if you already have the lock down with Ghostly Prison or its cousins, then it's probably not much of a gang up at that point. Careful of anti-counter cards, like Boseiju, Who Shelters All or Cavern of Souls, as they'll get the card out the door AND the doves.
Enduring Ideal - Funny that I mentioned this card earlier, but it's not actually in the deck any more. This can be a good card if you have a pretty good lockdown, and have some other cards like Gate to the AEther and Wild Evocation to drop even more stuff in your battlefield. It can backfire often, though, so be careful how you use it.
Goblin Game - Another bizarre card to play. You can choose to write the number down on a piece of paper and reveal it simultaneously, which is sorta what MTGO does with this weird card. I only exclude it because it's just a one-time shot Sorcery, and not an enchantment. Same goes for cards like Mages' Contest, Illicit Auction, and Mirrorweave.
Thieves' Auction - Similar to Dimensional Breach or Scrambleverse, but I've found this card can take forever to resolve. You want to warp the game, but not in a fashion that doesn't allow you to play the game at all. Still, if you really want to get players to concede in protest, this is the card that does it.
Confusion in the Ranks - While most of the enchantments are global (so that you can trade them via Zedruu), I have had this card backfire before, especially with people trying to take Zedruu from me. Since this deck is very creature light, it can be hard to recover him back. Still, if you need some more fun stuff to play with, this card definitely fits.
Shared Fate - Another really bizarre card to play. Problem is that now you can't really play with your own library any more, and chances are that the rest of the players aren't going to pick your deck to play with those cards, either. End result is that the whole deck collapses and fun times are over.
Color/Land Type Shifters - Cards like Spectral Shift, Mind Bend, and Alter Reality are great for screwing up somebody's mana ramp or messing with a specific game plan. The color and land types don't appear as often as they used to, so I don't use these much any more.
Other Coin Flipping Cards - This deck isn't specifically for coin flipping, but those kind of cards are great for weird game states and mini-games. I used to have a Krark's Thumb in here, too, but now I don't have enough coin flippers to justify it.