Sad to hear we're only getting two Titans, and neither of them can be played in Samut. D:
Looking elsewhere...
Furious Rise is yet another impulsive draw enchantment in red.
Enigmatic Incarnation is a repeatable tutor-into-play, which has historically been a pretty broken ability. This does appear to have a lot of limitations though, which makes it more of a build-around / niche card. There are probably still some silly things you can do with it, but there aren't as many options for self-recursion and cost reduction on enchantments.
Eidolon of Obstruction doesn't look particularly powerful, but I'm rarely sad to see more anti-walker tech printed. Outclassed by
Suppression Field, but it's also asymmetric and easier to build around.
Dreamshaper Shaman is expensive, but sweet. Random permanents are fun - turn a token into
Omniscience! Doesn't shuffle, so
Vampiric Tutor works.
Thassa's Oracle is the most attention-grabbing of the cards, given obvious parallels to
Laboratory Maniac. Ignoring the alt-win option, it seems fine -
Cream of the Crop-ing once is decent filtering, but not exciting. I'd probably favor actual card draw unless I expected to have a lot of devotion.
But when you add in the alt-win mode? Yeah, that's concerning. I don't mind alternate win conditions that much, but the fact that there are now three versions of this effect (including the Jace), the fact that you can build around the strategy even more consistently does sort of bother me. On the other hand, given that the strategy requires going through your entire deck, perhaps a bit of consistency doesn't matter as much though.
However, the thing that really bothers me is that as an ETB trigger, it is extremely hard to stop without countermagic - it's pretty much
Torpor Orb or bust. And as 1/3 for 2 with a filtering ability, you're paying an even lower opportunity cost to play it than Laboratory Maniac. There are some arguments for stopping things before a player draws almost their entire deck, but
Demonic Consultation is also pretty easy to pull off, and allows for a turn 3 win - turn 2 if you mulligan a card to the bottom. It's certainly not likely to have that nut draw, but in terms of sheer efficiency, a 2-card, 3-mana combo that dodges spot removal is pretty insane.
...in terms of EDH stuff though, Flash-Hulk is a 2-card, 2-mana combo, so maybe won't actually make waves. That gets stopped by spot removal though, and takes up more deck slots. Hmmm...