I would go with: Tap all lands or creatures target opponent controls. They don't untap during the next untap step. ~ deals 1 damage for each tapped permanent that player controls. Remember these things have really had mana costs and a CMC of 7. You do want to make them strong enough for people to want to play them.
While these cards had different roles in Standard and other formats, they sort of embody EDH philosophy - create fun interactions for large mana costs (Cruel Ultimatum less so)
Do you want them to print Wedge Ultimatums?
What would you want the Wedge Ultimatums look like?
The only issue that I have is it being uncommon. It should be rare so it doesn't mess up too many limited games. Uncommon allows you to make decks with a lot of reach in black.
You can do some crazy things with lands, but every time they have tried to balance them, they have broken the format. I don't want lands to dominate a format like tolarian academy, but I'd like to see lands diversify.
Thundering Canyon
Land (R)
tap Add R to your pool.
When ~ etb, untap all mountains you control.
At the end of the turn, destroy all mountains you control.
A rush of destruction, then silence.
Creeping Forest
Land (R)
tap, Add G to your pool.
At the begining of your upkeep, put a vine counter on target land.
Lands with vine counters are basic forests.
Ghostly Canopy
Land (R)
At the beginning of your upkeep, return all lands exiled with ~ to play.
Pay 1 life tap, Add G,B, orW to your pool.
At the end of your turn, exile all your lands.
Whenever I sit down against a ub player. I literally stand up in 10-15 minutes because i've won. Mirran crusaders and geists demand a fast bsz, and honor of the pure is a preemptive counterspell against curse of death's hold, and a preemptive force spike against bsz. Even if they board wipe, you can grind them out with spirits. Oring relic warder and fiend hunter hit their finishers, abolisher and thalia interfer with their game plan, and hero demands spot removal. Feast and famine, if you are running it, is just icing on the cake. Other swords finish the game just as fast.
Your deck is made to beat ub. They try to side out dissipates, but sac effects are countered with doomed traveller, and spot removal doesn't hit the t3 beaters. Their mana leaks get streched too thin.
Just to show you the power of moorland haunt, I won through 2 timely reinforcements and 2 day of judgments solely due to the power of 1 honor of the pure and 1 moorland haunt.
Your list would fold to 1 wrath, let alone 2. And you have to add 2 more heroes in order to make this deck viable. Also some midnight haunting and maybe gather the townsfolk.
I noticed that most sealed games that I played weren't decided by a consistent aggro strategy or cohesive flier/evasion attack, but by board stall, then dropping bombs (Baron, Pontiff, Advent of the Wurm, Progenitor Mimic, Savageborn Hydra, Ready // Willing, and Ætherling.
Now I understand most sealed formats are somewhat reliant on bombs, but DGM seems more bomby than most.
I have a page of Lightning Bolts from a bunch of different printings. Makes me happy whenever people flip to that page.
Dissipate
Negate
Dispel
More Bounce for decks more agressive than you
Silklash Spider
extra copies of bounce
Thragtusk
Brilliant Ultimatum
Violent Ultimatum
Titanic Ultimatum
Clarion Ultimatum
While these cards had different roles in Standard and other formats, they sort of embody EDH philosophy - create fun interactions for large mana costs (Cruel Ultimatum less so)
Do you want them to print Wedge Ultimatums?
What would you want the Wedge Ultimatums look like?
Thundering Canyon
Land (R)
tap Add R to your pool.
When ~ etb, untap all mountains you control.
At the end of the turn, destroy all mountains you control.
A rush of destruction, then silence.
Creeping Forest
Land (R)
tap, Add G to your pool.
At the begining of your upkeep, put a vine counter on target land.
Lands with vine counters are basic forests.
Ghostly Canopy
Land (R)
At the beginning of your upkeep, return all lands exiled with ~ to play.
Pay 1 life tap, Add G,B, orW to your pool.
At the end of your turn, exile all your lands.
Oh, you mean geist?
In front of the tank is a smoker.
EDIT - of course, the monster behind the tank is terrifying.
Dismember against U/W humans is also suspect, considering the only thing you want to dismember is Hero.
Your deck is made to beat ub. They try to side out dissipates, but sac effects are countered with doomed traveller, and spot removal doesn't hit the t3 beaters. Their mana leaks get streched too thin.
Your list would fold to 1 wrath, let alone 2. And you have to add 2 more heroes in order to make this deck viable. Also some midnight haunting and maybe gather the townsfolk.