Some observations and the beginnings of changes...
The deck really gets going when it's able to get tempted one or more times per turn. It's felt like it does a pretty good job of accessing the graveyard for the stuff that's been pitched--it has been rare that I am tempted, but choose not to wheel. That seems like a good sign that things are working correctly.
Containment Construct has shown up twice, I think--once I played it and was able to get a land drop and cast a spell off of its trigger. I think that ended up being a board wipe from me. I've seen it one other time, and didn't cast it. The biggest value it has, I think, is in those moments where I want a tempt to wheel, but the timing of it (sorcery speed in combat, for example) precludes casting sorcery-speed spells at that time. The most common example so far has been board wipes--I want to get in for combat damage with the army, trigger Sauron, and wheel, but if I do that, I lose the wipe in my hand. This isn't an issue all the time, but it has come up enough times so far that I want to leave Containment in for now.
Orcish Bowmasters has ranged from being underwhelming to being very strong. I suppose in the situations where it's underwhelming I'm doing well already, since opponents aren't drawing extra cards.
Elrond, Lord of Rivendell has been a very strong addition. My only complaint is that it's easy to forget about his trigger, but it offers a way to potentially wheel on each player's turn if there's a sac outlet available, and opponents cast 2+ spells in a turn. This guy has allowed me to wheel 3 times in my own turn (army damage, tempt card, 2nd creature entering). Elrond also comes down early enough that he can help smooth my draws in the early turns.
Saruman, the White Hand is getting the ax; I've seen him a half dozen times now, and I don't think I've cast him. I've also had the opportunity to reanimate him, and haven't done so. Even with 40% of the deck being noncreatures, many of those being cheap (stringy), and having some use for both a larger army and multiple amass triggers, he just doesn't seem as impactful as other options available at the time. The only times I've felt like I WANTED him (but didn't have Saruman available) were on my turn, when I've had no army (removed/sacrificed), Anger in the graveyard, spells to cast, and Sauron in play. That hasn't happened often enough that I feel the need to keep him.
Ruthless Technomancer continues to be very good, but is making it hard for me to keep NOT putting
Dockside Extortionist in here. I've used the reanimation ability on occasion, but I'm not making so much treasure otherwise that it's able to keep contributing in that regard. In a recent game, an opponent had a crazy board state that included
Vorinclex, Voice of Hunger--I tapped 3 lands + a mana rock to drop RT and eat my 10/10 army to make enough treasure that I could keep interacting/playing without tapping all my lands down. If I'd had Dockside instead, I think I would have made 2-3 fewer treasures, but would have also had to tap 2 fewer lands. Docky would also be preferable in situations where I don't want to be sacrificing my team.
FINALLY got
Bone Miser out, and BOY did it make for some big plays! I had one turn where I tempted 3 times, in large part thanks to BM's additional mana and cards.
Razaketh, the Foulblooded came out in the last game, but I never felt like I wanted to be tutoring a bunch, partly due to my being way ahead already. That said, I could have definitely machine gun tutored in a couple places.
Too Greedily, Too Deep continues to be a fun, if somewhat awkward card. This is how I got out Razaketh last game, which killed everything else except my 9/9 army. Normally, I wouldn't be thrilled about blowing up my own 6 CMC commander, but...
From the Catacombs,
Vat of Rebirth (a recent addition), and
Altar of Bhaal // Bone Offering have all done a good job of allowing me to recur Sauron from the yard when needed, in addition to giving me a reanimation game that works through constant wheels. Vat can accumulate its own counters rapidly and regularly, so it becomes an easily repeatable source of value. Altar is a little harder to work with if my army is big enough that I don't want to feed it to the Altar, but the card has still been great. FtC has been one of my most cast spells, often getting back 2-3 creatures/game + the added dungeon value. It's been so good, in fact, that I almost want to include
Entomb--obviously a solid card in any reanimator-style deck, but here I believe I would often be tutoring for the reanimation
spell, rather than the
target.
The Reaver Cleaver continues to impress: it gives my army or Sauron trample and a small buff, and has kept me flush with mana. Even on a smaller body it has been valuable--in a recent game I slapped it on Elrond, who I ended up making my ring-bearer, and was able to skulk by some 5-power blockers, while presenting the threat of trampling over chumps.