Search you library for any number of land cards and put them onto the battlefield tapped. Then your life total becomes equal to the number of lands you control.
When ~ enters the battlefield, exile it unless you pay 10. WUBRGt: Put an awe counter on ~. WUBRGt, Sacrifice ~: If there are 5 or more awe counters on ~, you win the game.
Spend only black mana on X; spend only blue or red mana on Y. Neither X nor Y can be 0.
Destroy target X nonblack creatures.
Gain control of target creature with converted mana cost Y.
Splashing blue, especially for Sharuum is not the best idea. The Sharuum combo is not good in the first place. (Probabilistically, you would need to wait 23 turns before drawing 2 Sharuums, without the aid of tutors, which you've listed none of. Even then, counters or discards can easily screw you. Combine that handicap with also needing Sanguine Bond on the field...)
I do like the idea of Open the Vaults, though; it's a nice response to counters and other disrupts, and works much better than Sharuum at the same casting cost, without splashing blue. I'll switch something for that.
Furthermore, many key cards in that list are rotating out.
Instant
Prevent all combat damage dealt this turn. You gain 2 life for each 1 damage prevented this way.
Sorcery
Search you library for any number of land cards and put them onto the battlefield tapped. Then your life total becomes equal to the number of lands you control.
Next: UBG
Attrition WWW
Instant
Prevent all combat damage creatures you control would deal this turn. You gain 3 life for each 1 damage prevented this way.
Sorcery
All players shuffle their hands, all permanents they control, their graveyards, and all exiled cards into their libraries.
Search your library for a creature card and put it onto the battlefield.
Next: GWUB
Land
~ enters the battlefield tapped.
t: Add B to your mana pool.
Bq: Add BBB to your mana pool. Sacrifice ~.
Legendary Creature - Angel
Flying, vigilance, lifelink
Protection from black, from red, from green, from blue, and from artifacts.
When ~ enters the battlefield, if it is not turn 5, exile ~.
5/5
Next: WB
Enchantment
Whenever an opponent casts a spell, you may pay UURR. If you do, counter that spell and copy it. You may choose new targets for the copy.
Next: U
(I'm thinking a 1cc counter...)
Artifact
When ~ enters the battlefield, exile it unless you pay 10.
WUBRGt: Put an awe counter on ~.
WUBRGt, Sacrifice ~: If there are 5 or more awe counters on ~, you win the game.
Sorcery
Spend only black mana on X; spend only blue or red mana on Y. Neither X nor Y can be 0.
Destroy target X nonblack creatures.
Gain control of target creature with converted mana cost Y.
Next: WUUBBBRRG
Creature - Illusion
UU: Return ~ to your hand.
2/2
Enchantment
Give control of ~ to target opponent: put a Shadow counter on ~.
Artifact
q: Tap target creature. Put a Scare counter on it. Creatures with Scare counters can't be untapped as long as ~ remains untapped.
I do like the idea of Open the Vaults, though; it's a nice response to counters and other disrupts, and works much better than Sharuum at the same casting cost, without splashing blue. I'll switch something for that.
Furthermore, many key cards in that list are rotating out.
Enchantment
Creature - Illusion
Deathtouch
~ can't attack or block.
1/1
So...what can it do?