Wanted to do a strictly colorless Standard-legal (BFZ-KLD) Eldrazi Deck and while it wasn't a goal of the deck when making it, bonus that it's a fun and nicely budgeted deck.
General run of play goes a little something like this:
Step 1: RAMP - Hedron Crawler, Warden of Geometries, and Kozilek's Channeler to ramp (magic mana number is 6). Oblivion Sower will also help in this regard once you hit the 6 mana threshold in getting some of your other bigger threats out on the board.
Step 2: STALL - While you're building your mana-base Thought-Knot Seer, Eldrazi Mimic and Endless One can be played to establish a board presence and even remove some of their threats. Spatial Contortion, Titan's Presence, and Warping Wail provide control to stall if the mana is coming slow.
Step 3: FETCH - Once you hit 6 mana, you're looking to lay down a Conduit of Ruin in order to fetch a Void Winnower as well as reduce the amount of mana required to cast your bombs. With a good hand it's possible to get play Void Winnower by turn 5 and it's wasn't uncommon to have it in play by turn 7.
Step 4: SMASH! - Once the Void Winnower hits the board you're usually just a turn or two away from winning as Eldrazi Mimic, Conduit of Ruin, Oblivion Sower, Ulamog, the Ceaseless Hunger, and Thought-Knot Seer are all significant bodies that now become un-blockable. Plus, your opponent can't cast half their spells.
Step 5: OVERKILL (optional) - When you cast Void Winnower sac a Sanctum of Ugin to grab an Ulamog, the Ceaseless Hunger and proceed to decimate their life-total and library at the same time.
You can also switch the order of play for Void Winnower and Ulamog. This is generally useful for when you may be a little lower on life and they have a couple hard to block threats on the board that need to be removed. Plus that allows you to hit unimpeded with Ulamog the turn you play Void Winnower.
If for whatever reason the path through Void Winnower is blocked (either via removal or you're just not able to draw Conduit of Ruin to fetch it), Walker of the Wastes provides another great potential win-con, especially when combined with a couple Mimics in play. The Walkers usually enter the battlefield as at least a 7/7 (and will tend to grow from there if left unchecked) and a Mimic will let you swing with that the turn it's cast. Really though, in addition to the Walkers there are numerous other big hitters available that work well with the Mimics. Considering there are over 17 creatures in this deck that are 4/4 or bigger, once you hit 6 mana or more there is an abundance of useful cards that can really hurt your opponent.
So far the biggest weakness I've come across are decks that play fast with a lot of flyers. For those match-ups generally try to use the removal (Spatial Contortion, Titan's Presence, and Thought-Knot Seer) to neutralize them as much as possible and hopefully get your bigger threats down as quickly as you can so that they can't attack without leaving themselves open to your larger creatures counter-attacks. Either way, expect to see a fair amount of your life-total whittled down a bit in these match-ups before you may be able to turn the tide back in your favor.
Very open to, and looking for suggestions/feedback, especially for the sideboard. Since I'm trying to stay strictly colorless and mostly with just Eldrazi creatures/spells when I can, options for the sideboard feel very limited.