The main deck plan should be pretty obvious: Replacing straight card draw with Cascade and Rebound effects, I stay alive through lifegain and removal spells. I have man lands to help finish the opponent off should they disassemble my combo. They are also very effective for Plan B, which I'll talk about later.
With a more consistent mana base, I am trying out Survival Cache where I was playing Rest for the Weary before for lifegain (largely because deck needs some draw to replace Divination from previous version).
With Explore and Wall of Omens smoothing out draws, and with Wall and Captured Sunlight helping to keep my life total high, Survival should get me an extra card most of the time.
The more consistent mana base is important for the transformational sideboard, which is my Plan B if the either
a) the combo isn't cutting it
b) there's a deck particularly vulnerable to Plan B.
The six cards dedicated to the beatdown strategy are:
4 Goblin Ruinblaster
2 Vengevine
The cards that play "double duty" are:
3 Staggershock
3 Obstinate Baloth
Obviously, those cards help fill the role where Day of Judgment isn't particularly useful.
Against more dedicated burn strategies, I have the following:
3 Rest for the Weary
This is more for decks that play a lot of burn, but not a lot of guys, as it gains more life than Obstinate Baloth and can help set up the combo. It's also useful for replacing Baloth when I think my opponent has either Sarkhan Vol or Act of Treason, neither of which are very good for my face if I'm counting on an Obstinate Baloth to help me stabilize.
I tried this deck out once before, but I was unable to push through a couple of decks that saw quite some play at the time. First, it practically auto-lost to Dredge. Second, Bant with counters was very problematic, as it established a fast tempo AND backed it up with some countermagic. Despite the prevalence of Mana Leak today, that type of deck has not seemed to sprout up again (yet).
Against other popular strategies (Mono-Red, G/R, U/W tapout, Jund, Mono-G Monument) this deck had proven to be very good for me. Now the format is largely based around those two decks, with two new [major] competitors:
Conscription Bant
G/X Ramp/Titan Decks
Although G/U Turboland and G/R Primeval Ramp are two very different decks, they largely don't interact with their opponent, and they can kill around the same time, so I'm lumping them together for the time being.
Well, that's the deck in a nutshell. I think it's in a pretty good position at the moment. Its biggest downfall is LD based strategies. Fortunately, I haven't seen many of those Lotus Cobra / Ruinblaster / Acidic Slime decks around lately, so I'm going to give this a shot.