This is gonna be the first time I play this deck since Oko got banned in Legacy. New updates from MH 2.
This is my hot take on Death's Shadow in legacy.
After toying with various lists, I wanted to try one with 0 copies of Street Wraith. I feel like there are other options of life loss, and I've often felt he was the weakest card in the deck. Also without him I have room for more good stuff. Most notably a second Sylvan Library and a second Berserk.
Sylvan Library has become one of my favorite cards in this deck. Some of my favorite games involve t1 Thoughtseize t2 Sylvan Library t3 double Death's Shadow and a handful of counter spells and removal. Being able to drop your life so low on turn 3 with extra cards is just awesome. Alongside with your Ponders and Brainstorms sylvan library helps you get to my other favorite card faster. Berserk
Berserk is your 1 mana Temur Battle Rage in legacy. A lot of games I've won and lost would come down to did I find the Berserk at the last second. Berserk will win you some games you don't have business winning.
Various card choices:
Dismember vs Snuff Out
Both are good removal choices, snuff out is typically more common amongst shadow decks in legacy. Snuff Out is almost always cast for 0 mana, giving it a leg up on Dismember. However dismember has other advantages that snuff lacks. Dismember can target black creatures, which is relevant in the face of an opposing Gurmag Angler or Baleful Strix. Dismember gives you the option to cast it by paying 4, 2, or 0 life at a reasonable mana cost whereas snuff is 4 life or 4 mana, no in between. This gives you more options with choosing how much life you want to pay with your removal spell. Dismember can also be cast with 1 colorless, so it being castable by Wasteland is nice. One last point on Dismember is that it helps with Berserk. If you can't kill the opposing creature (let's use Uro, Titan of Nature's Wrath for example), dismember will still pump your shadow (life loss) and lower the toughness of Uro 5 points, so if you have Berserk, those five points turn into damage (trample). Also dismembering a creature larger than yours in reaponse to the larger creature blocking yours can help too, remember it lowers power and toughness.
For these reasons I've opted for a 2:1 split of both, but really any combination would be fine. Its really personal preference or a meta call.
Murktide Regent
New hotness from MH 2. Murktide is a better Gurmag. Worst case scenario you cast him and he'll enter as a 5/5 flying for 2, best case scenario late game he's a 7/7 or 8/8. Key factor here is if you can land a 7/7 Murktide or better, he will kill in 3 swings. Better than Gurmag's 4 turn clock. Murktide's flying helps you get your damage through, and berserk helps close the gap faster and deal with flying chumps if they're there. Lookout for Pyroblast in the sideboard games.