For the more "control" version, I had run this in a few leagues pre-restricted list change, and it felt alright. The combo requires a turn + a land drop after playing a 2CC 1/1 so you need a little bit of time usually against these decks, and playing these elements also gives you a few cheap wins when you opponents keeps a loose manabase. Which is why I suggest a more control version of the list than a glass cannon.
3 Hogaak. The whole reason this deck is possible now.
4 Hermit Druid+2 Forest. This usually gets you in a good Hogaak range, but not so far that it kills you.
4 Deathrite + 5 Wastelands+1 Chalice of the Void. This was a strong hedge against mirror matches, Dredge, Storm, and some of the other fast decks. Chalice also functions as anti-hate against Tormod's Crypt.
4 Ouphe. You are protecting a 1/1 against Walking Ballista so this is pretty important.
4 Bazaar + 1 Survival. This is a backup plan for when you don't have 2 mana on turn 1, or need to dig some later in the game. I think Survival, itself, is optimized as a singleton since it doesn't function well in multiples (not a land/mana source).
4 Hollow One+4 Rootwalla+4 Vengevine. We have Bazaar, and need green creatures for Hogaak so its good.
3 Bloodghast+Dryad Arbor. Just a little bit more help for getting to the 3 G/B creatures that are needed to trigger Vengevine off of 2 Hogaaks.
Fetch mana base. We need to get our Forests out sometimes to speed up, if we want to, and dryad arbor is there so we've made this decision already. Double trigger on Bloodghast can sometimes be relevant after they get Haste.
Blue lands+Ancestral+Walk. We are already a fetch mana base with only really green cards.
Sideboard. This is most designed for a little bit of extra Dredge hate, and cards to fight BUG fish.