Swedish Old School 93/94 format. ABU+4HM, no FEM, ICE, HML, ALL.
Based on combo of Serendib Djinn + Sylvan Library + Sindbad. The Djinn is super-strong, but tough to manage. It will beat a Shivan to the battlefield by 2 turns, and will beat it in combat. It beats Juzam with an extra point of toughness at the same cost. Of course it beats Serra, Triskelion, Sengir, and Erhnam. If you can get it to stick, the Djinn will win the game within 3-4 turns. The trick is managing it until then.
Sylvan Library + Sindbad to the rescue. With Sylvan you can draw spells while ensuring you have a land on top of your library for Sindbad to fetch. He can also help ditch cards you don't want so next turn you see more new cards with Sylvan.
Tolaria helps provide U without counting as an island.
Green does what it does best: ramp. BoP, Elves, Fellwar, Sol, Moxes and Lotus make it very fast. Pendelhaven makes G, but also pumps the Elves & Sindbad if needed.
Giant Growth + Berserk to pump for more damage.
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Biggest weakness will be City in a Bottle. King Suleiman is very low probability; can be dealt with Psionic Blast. Concordant Crossroads to cancel out Abyss. Strip Mine and Chaos Orb to deal with Maze of Ith and Island of Wak-Wak. Definitely counter Armageddon, b/c it doubles as removal for the Djinn.
000CBomb000 general recommendation: I recommend drawing 2 cards during draw phase. It is almost universal that Magic games slow down due to lack of cards in the mid game, because it is common to play a land and at least 1 spell per turn. To compensate, draw 2 every turn. In my mind this is a fundamental flaw in the original game design, but can be fixed easily. Drawing more is more fun.