It has been a long time since I've touched magic at all and even longer since I touched it in any serious way and a lot has changed. The way I've thought about the game has changed a lot since as well, which has led me to make some changes that may seem unusual, so I'll start with those.
Pro player Sam Black has gone on record stating that he believes 2-3 CMC mana rocks that tap for 1 mana typically hurt EDH decks more than they help them, and that early turns are usually better spent on other value pieces that more directly contribute to their game plan. Instead Sam suggests that players typically play more lands in most decks. I had no particular spell I was trying to ramp towards nor any particular synergy with mana rocks so I tried cutting Arcane Signet and other minor early mana cards that involved setup (i.e. Culling the Weak and Springleaf Drum). After the adjustment, I found that my deck became much more consistent and resilient overall with the only noticeable downside is that I was less likely to get low probability early wins. I also ended up cutting Chrome MoxGC, but not due to it being bad, but just because I wanted to limit myself to 3 gamechanger pieces in my deck.
Since I just brought up running more lands, I want to talk about the addition of utility lands to the mana base since the deck no longer runs many cards that care about swamps. Cabal Pit, Ifnir Deadlands, and Spymaster's Vault all add untapped black mana and so are essentially free. Tomb Fortress comes into play tapped, but the revive effect both adds extra resilience into the deck, and opens up more angles for grave tutoring and reanimating targets that do not revive themselves. When goldfishing, I've both been delayed by a turn from the land and occasionally had combo lines open due to it. I believe it will feel better in real games where interaction happens. I've also been eyeballing Barad-dur and Memorial to Folly as possible includes in future (Barad-dur is far more likely due to it potentially coming in untapped).
The next big shift is that I have become more adamant that my deck should employ the Vulture Strategy presented by the Distraction Makers youtube channel. The strategy is build on a couple of fundamental premises:
1) If player 1 uses removal on player 2, player 3 gets the most value. Therefore, you should not waste resources on any removal and instead invest your resources on making you win more.
2) You should invest in your own resources first and foremost.
3) Most commander games are better thought of as a 3v1 where the strongest looking player is the main target. Therefore, you should look generally look inconspicuous and win suddenly, killing the entire table at once.
While I was already on some level employing this strategy, it really did get me to think about the card Grave Pact a lot more. While it does create a form of card advantage through locking the board state, it doesn't affect all type of opponents' decks, doesn't directly lead to a win, and leads to a grind-y board state that puts me in a 3v1 scenario for longer. Therefore, it is a prime candidate for removal from the deck. As for my other removal pieces, They either serve a dual purpose (e.g., Braids, Arisen Nightmare draws cards and card: Orcish Bowmaster curves out turn 2 and gives sac fodder) or are trivial and very rarely disrupt the game plan of the deck (e.g., Boggart Trawler
can just be played as a shock land).
Now for the other adjustments that are more typical:
Timeline Culler is simply one of if not the best self-revive creatures now, replacing Cult Conscript due to it being the hardest 2 CMC revive to trigger.
Morbid Opportunist has a lower power ceiling to other draw on death effects, but a typically higher floor as it can also trigger of opponent deaths. It replaces Dark Prophecy as can sometimes be a difficult casting cost.
I re-added Bloodghast as a repeated value engine on 2 is something the deck really likes and I missed it after removing it. It replaced Silversmote Ghoul as 3 cost was comparatively harder and it was less consistent at generating value. Plus, now that Timeline Culler is in the deck, having a card that sets up Gravecrawler is no longer as vital (although it is still good).
Lively Dirge is quite franky amazing for the deck. It often acts as an alternate Beseech the Mirror, but it can also act as pricey Entomb or a reanimation for 1 or 2 pieces in a pinch. The spell usually is game-winning on cast. In the sprit of trying to remove setup cards that require setup, I decided to remove Mausoleum Secrets. This may be a mistake, as I didn't playtest Mausoleum Secrets heavily.
Bloodthirsty Conqueror is just Exquisite Blood with legs, which is of course amazing for our deck. Have 2 versions of this half of the combo makes finding the infinite far more consistent. In addition, by being a creature, our deck can interact with this card much more easily, such as using it as a tutor reanimation target or even sacrificing it for value in a pinch. This is the card that ended up replacing Grave Pact.
While Gravebreaker Lamia has two effects that are amazing for the deck, 5 CMC is simply now too much for the deck to justify running. Every other 5+ CMC effect in the deck threatens to win the game the turn it is played, and Gravebreaker Lamia simply does not. In addition, the only creature left that uses the graveyard cast discount is Oathsworn Vampire.
I'm shocked that I would ever find myself in a place where I would end up cutting Aetherflux Reservoir, but I genuinely think it has too high of a CMC to justify its impact. Aetherflux Reservoir is mostly useful when the deck either has an Exquisite Blood effect in which case you need to already have 50 life (not always the easiest since you end up paying a lot of life), or if you are repeatedly casting (probably from graveyard). In either case Aetherflux Reservoir does not do enough to activate the combos to justify the cost.
I'm very uncertain about my decision to cut Keen Duelist since Dark Confidant is such a great card for the deck. However, there is an unfortunate problem, either the opponent is going to have cheap cards and is likely to cause us problems, or they are going to have expensive cards and have a chance of nuking our own life total. However, card draw is really good and it's nice to be able to draw cards for 2 mana. I might end up adding it back, I'm uncertain.
I decided to replace the pieces with 2 CMC value cards to smooth out the mana curve. Sign in Blood and Night's Whisper both are card advantage at a really good mana cost. Umbral Collar Zealot is a 2 mana sac outlet with an actually useful sac effect, which is amazing. Vengeful Bloodwitch is a super store brand Blood Artist but 2 mana for the effect is still really good (possible target to swap back out for Keen Duelist).