Part of what makes this deck fun are all the tricks you can do with Restore Balance and particularly Violent Outburst.
You can crack a fetch and cast outburst in response, the land will come in after balance.
You can sac all your lands to Greater Gargadon and cast Violent Outburst in response to the activated ability or the suspend cast trigger, the Gargadon will come in after Restore Balance. Can't do this with Ardent Plea, here you need to leave a time counter or the Gargadon will be cast first. If cast from suspend, Gargadon also gets haste and this is almost always a surprise for your opponent :P
If you have more than 3 mana and Ghost Quarter you can strip your own land and fail to find, reducing your land count by 2 for balance.
Commandeer can even be used targeting your own spells just to burn cards from hand and increase the discard effects of Restore Balance.
Nahiri, the Harbinger+Emrakul, the Aeons Torn besides being the top end finisher, card selection, and spot removal ALSO can recycle the balances/gy if needed.
Rest in Peace comes out of the board as an alternate/additional cascade target against dredge and other graveyard heavy decks.
Gifts UngivenGC is very flexible, can generally get As Foretold/Restore Balance/Violent Outburst/Ardent Plea to guarantee a balance. Can also use Mystic Retrieval and Recollect to grind as well as find/recur a permanent card like Greater Gargadon, Detention Sphere, or Nahiri. Other uses include fixing colors and setting up Commandeer.
A big strength of the deck is being able to set up back-to-back plays like Violent Outburst on endstep, then untap and cast Ardent Plea to power through counterspells. My version of balance really likes playing draw-go because it allows more time to get repeat cascades and Commandeer backup set up, which together can force a balance through even 3 or 4 counterspells.
The deck can mulligan very aggressively depending on the matchup. With as few as 2 cards in hand it is still possible to MLD/wrath/mind twist your opponent within the first couple turns. The lower we go the more effective an early Restore Balance gets because we strip them of more cards. Against burn we need to always mull until getting a Leyline of Sanctity, otherwise burn is pretty difficult because they really only need 1-2 lands to recover and kill us.
If you end up suspending Restore Balance--which if you play this deck you will--you have to be careful not to let GG's time counters get lower than the Balance's to avoid either losing the Gargadon/your opponent getting to keep their strongest creature. Unless you have 2 suspended Gargadons then you should have plenty of wiggle room.