I love the singleton Satchel with Ponder tech.
Perilous Myr is a great 2-for-1, have you considered Solemn Simulacrum at all?
I really want Smallpox to work, hopefully Ruinator makes it happen. It's going to be hard to meet that 3 creatures requirement more than once or twice in a game, though.
Fetches. Shocks. Tangos.
Embrace it, spread it. It takes 2.
Still, I need to address ramp and you should too. The things that have helped me significantly, card-wise:
Oath of Lieges in every white deck (as well as Knight of the White Orchid and/or Weathered Wayfarer). The big deal about Oath is that it consistently helps the entire table ramp to catch up with the runaway ramp player. While it's sometimes annoying that it accelerates the pace of the game so much, it promises that answers will be around for the Archenemy.
Heavy-handed artifact destruction is my second major go-to. My rule of thumb is that if any artifact produces 2 or more mana, it should be destroyed unless that player is obviously struggling otherwise. My mainstays are Shattering Spree, Shattering Pulse, Meltdown, Vandalblast, Manic Vandal, Rack and Ruin, and Into the Core. Run some of these and you will do your playgroup a great service. Somebody's gotta smash those Thran Dynamos!
Targeted land destruction is also a huge deal! Cabal Coffers is a kill-on-sight, as are many other multi-mana producing or otherwise huge utility lands. You can run the Strip Mine effects in every deck. As a red player, I enjoy Pillage, Fissure Vent, and Vandalize, because hitting two sources of mana is just always so much sweeter.
The core argument of the anti-tuckers is that strategic depth takes a back seat to the identity of the format.
Tuck was an anomaly in the format's conception. Where other removal would delay Commanders in a uniform way, tuck would do it not only in a different way, but in a highly variable way. There was variance based on shuffling (downright luck, and nothing more) and variance down to "tutorability" (an uneven distribution among colors), and the decks that could abuse this unequal removal were also unevenly distributed among colors, not by WOTC R&D's color pie, but arbitrarily due to the rules of the variant format.
Disregard everything about competition, fair or unfair, necessary or unnecessary. An anomaly was quashed.
Balance and additional rulings to curb degeneracy are another problem for another day. This is a case of something that had to be done sooner or later, and which is now something we can start to get over.
If I control Dictate of the Twin Gods and Swans of Bryn Argoll, can I have the damage be doubled before it is prevented to help me draw more cards?
If I control Swans of Bryn Argoll and Mark of Asylum and an opponent's noncombat source would deal damage to Swans of Bryn Argoll, can I prevent the noncombat damage via Mark of Asylum to stop my opponent from drawing cards from Swans?
If I control Dictate of the Twin Gods and I cast Deflecting Palm, can I have the damage be doubled twice? How about if I cast Reflect Damage?
If I control Dictate of the Twin Gods and I cast Eye for an Eye, how does this work? Is it doubled to both targets or normal to both, or is there a situation where I can make it normal to me and double to my opponent?
Alpine Grizzly isn't available in Izzet or Jeskai...which is where my focus was. He's a "neighbor" just like Hooting Mandrills: he turns on the "ally" wedge's mechanic while letting you stay in your own wedge.
The reason that the world building feels a bit incomplete is because we already know it's not going to move forward. There's not that much commitment because this is a present-past. We're about to go back in time to the past, change it up, and end up in the present-present.
They built a world to destroy it. We see what it could have become, but what lingers around the edges are cards like Alabaster Kirin and Venerable Lammasu.
This is the "Sarkhan goes time traveling" block. Not the wedge block. Wedges are just a fun little thing they could do to add personality to the world before they wash it away.
It seems that there all 10 color groups (each enemy and each wedge) will be viable to draft, although some will be better than others. I'm mostly interested in talking about the enemy color strategies because they're the primary thing to draft around and could potentially be their own decks without needing to splash into a third color.
This will see the most play in Limited Izzet and Jeskai decks with Prowess, which gain back some of the tempo loss via Prowess.
A wedge set is, above all else, an "enemy color" set where most sets are based on allied colors. In addition to this, for the limited environment (which is a major focus of this set's design), enabling two color archetypes allows you to draft an enemy color deck and then drift into one or the other wedge or stay in the two colors if you choose. If, on the other hand, you draft allied colors, you are already aligned with a wedge.
TL;DR: Enemy colors are the bridge between two clans and ease limited environment.
Have you considered playing something like Read the Bones to help you dig and grow your card advantage? Also, do you think it's the best idea to be creatureless? If I was playing a white-based control deck without End Hostilities, I would want some high quality defensive creatures like Nyx-Fleece Ram. Creatureless control has mostly gone the way of the dodo.
Besides, part of the point of Delve is that it's supposed to be nonlinear: using more of it competes for resources. If a card with Delve generates resources instead of deplenishing them, then it's badly designed.
For reference, this effect should probably cost 3UU or 4UU. That you can bring it down to "playable" with only 3 cards delved is good; that you can keep going another 3 and make it hyperefficient is just gravy.