Alara Block Constructed is the best format, and no I'm not biased.
So the premise of this deck is to build around the eponymous Immortal Coil. Turn 1 is (hopefully) spent cycling one of the numerous one-mana cycling cards (ideally an artifact, but we'll get to that later).
Turn 2 is spent either doing that again twice or casting one of the hatebears. Turn 3 is much the same.
Throughout all of these early turns, you're letting damage through willy-nilly, because on turn 4 or 5, you're gonna be casting the eponymous Immortal Coil, at which point you promptly stop caring about your life total and only care that you're keeping cards in the bin.
This buys you some more turns to go find the actual win-con Sharuum. Beatings ensue.
Card Breakdowns
Sigil of the Nayan Gods/Monstrous Carabid: I'm lumping these two together because they are cards you will never cast. Their only function in the deck is to be cycled and then exiled from your graveyard to pay for Immortal Coil's ability cost. Also remember: Cycling is at instant speed, so you can hold up W for Path (or pretend to do so) and then pitch these guys if need be.
Glassdust Hulk/Architects of Will: These are also cards you will likely never hard cast, but after you cycle them, these ones can be recurred with Sharuum. Not the best things to recur, admittedly, but recurring two mediocre creatures is better than recurring nothing at all.
Path to Exile: One of the best removal spells printed ever, period. Automatic 4-of. Yes, even in a format with Domain.
Ethersworn Canonist: This chick is great in this deck. She stops your opponents from casting multiple spells per turn; she can turn sideways; and in the event that you have your engine up and running, she can block for you. And like all artifact creatures in this deck, she is recurrable with Sharuum.
Tidehollow Sculler: Same as above, but attacks the hand instead of spellcasting abilities and is harder to cast. Still great.
Hindering Light: Most of the spells you care about will be targeting you anyway. That said, this card is narrow and hard to cast. I only put in in here because Alara Block had such a lack of good countermagic.
Elspeth, Knight-Errant: She is fantastic. An endless stream of 1/1s in a control deck? One that eventually gives (almost) everything indestructible? And can pump Sharuum if she's out? Yeah, Elspeth is good.
Immortal Coil: The engine around which the deck is built. Also, it's non-Legendary, so if you have multiple on the field, you can draw like a madman (just be sure to watch that graveyard!).
Scourglass: Talk about cards custom-made to play nice with Sharuum. It's a control-ly boardwipe that you don't even need to activate right away but can if need be. The only stuff on your side of the board this'll hit is the planeswalkers, so have at it. And as always, it can be recurred with Sharuum (and activated immediately thereafter to clear out any blockers flying around).
Tezzeret, the Seeker: Another 5-drop that plays oh-so-nicely with this deck. He allows for multiple uses of Immortal Coil in a turn (four if you have two of them out). He can give your creatures pseudo-vigilance. If you somehow get to 5 mana without finding Immortal Coil he can go get it for you. He can also find Sharuum... Hell, if you can ult him, just bash away with all the artifacts lying around. It won't even make Sharuum weaker, and a lot of the utility ceatures are suddenly huge.
Ad Nauseam: Life total shmife total. Nice thing about life loss? It's mot damage taken, which means that if you have Immortal Coil out (which you likely will), you can just rip through your library without hurting your graveyard. That said, it's not something I want to be casting every game. Really, it spends a whole turns finding Sharuum, which isn't ideal.
Sharuum, the Hegemon: Speaking of, here's the win-con. She flies; she hits hard; she can recur almost any card in the deck straight to the battlefield; she really does win games all by her lonesome, especially in this context.
Any suggestions are welcome; I will admit, the sideboard needs work.