@qq Yes, my mana base is very greedy. The goal was to mitigate the library with the two multicolor lands (Cavern of Souls and Mana Confluence), along with Deathrite Shaman. I've been enjoying the list very much, but I think that something along the lines of the gush package in Jeremy Beaver's list might be simply better than Painful Truths:
You'll notice that his manabase is rock solid compared to mine, having cut all utility lands. I tested a hybrid version a bit last night in the practice rooms and thought that the deck did very well. I did not cut the Cavern. It is sometimes awkward, but casting an uncounterable Leovold is backbreaking against some decks.
I did play Managorger Hydra, and it was ridiculous as a mid game threat, though I don't think it would work as well in a non-gush list.
I also want to note that I was at EE6, but that I went 3-3 drop. I wasn't as happy as with my results online, though the metagames are obviously different.
In the end, I think that the key parts of the deck are:
Creatures: Leovold, Snapcaster/Tiny Jace, Deathrite Shamans
The obvious card advantage: Ancestral, Recall, Time Walk, DTT, Ponder, etc, along with some number of big Jace.
Interaction: Force, Misstep, Abrupt Decay, and other disruption like Null Rod, creature removal and Thoughtseize.
The part that's up in the air as far as I'm concerned is the ancillary card advantage engine. I've seen three variants:
Painful Truths - This can be a little slow and sometimes rots in your hand, especially against the taxing decks. Requires a higher land count. Advantages are that you can flash it back easily and it doesn't get hit by Pyroblast, but also can't be pitched to Force of Will. (Also, occasionally you get to draw four or five cards with tax effects out.) This is what I've been playing.
Dark Confidant - The best engine against Thalia and Thorn. Provides a clock while also generating cards. I don't have any experience playing Bob in this deck, but others have tried it to obvious success, and I'd be willing to give it a shot, though it does seem like the most painful option to me, and I'm worried about Walking Ballista.
Gush - Draws fewer cards than Painful Truths, but encourages a smaller, more solid mana base. People know why Gush is good. I really don't want it to be better than Painful Truths in this shell, but it probably is. Also sub-par against shops decks, but has the advantage of protecting against strip mine effects. I noodled around in the practice rooms with this last night, and it was excellent.
Anyhow, that's where I am with my testing. I sometimes post in the Vintage Magic Facebook group, but if this is a better outlet, I'm glad to switch.