Alright for those of you following my deck or just now interested I have back to back top 8'd a SCG State Champion and Super IQ in Texas with the list above. The list is definitely my play-style (infectish) and is super fun because it wins out of nowhere and can make for some unique situations.
The changes from last time are the deck is now five colors. There are a bunch of changes so I will be going over the new cards to the 75. If I miss one please mention it and I will comment because I've been tinkering with this deck a lot since States.
Simic Charm: This card does literally everything for the deck. Pumps, gives hexproof (also to xenagos which is nice), and for the real kicker bouncing random threats. When you bounce a master of waves/thassa/monstrousing stormbreath/polukranos you will understand it's power. The card comes out of nowhere because well it's blue and why would a RG looking deck have a simic charm. The card is blow-out city for the unprepared.
Sacred Foundry vs Temple Garden
Sacred foundry allows you to cast unflinching courage after you play a savageborn hydra where temple garden couldn't because it was the green source for the hydra, so this was a consistency change. Also you want 1-1 untapped red/green source in the mountain/forest. (more below)
Breeding Pool vs Steam Vents
While I didn't originally have Vents in the main I knew that I needed more to be able to cast the simic charms consistently. Granted Vents falls under the same argument for Foundry, however the unflinching courage is more important to follow the doublestriker than charm is. For one charm isn't always necessary due to ranger's guile. Also if you can, play ranger's guile over charm because charm has more options and more potential for blow-out. Second you're typically okay on the green sources due to elvish mystic, but occasionally you could have mana issues, typically it's not color issues though. You run through the deck fast enough with flamespeaker that you get to the lands you need.
Golgari Charm:
I had been experimenting with this slot in the sideboard I had 2 cards that I didn't know what to do with. The Mono U player who beat me in Top 8 of the Super IQ said golgari charm would've been horrid against him, and at that moment I was confused as to why I hadn't considered it. It quickly took this slot and while it's technically untested I can explain why it's needed in this deck. For one Mono-U is your worst match-up due to tidebinder mage and multiple master of waves being hard to deal with and really good against you. Golgari charm while it does not answer tidebinder is another of the 11 cards you bring in against Mono U. Strikes, satyrs, xenagos, and 1 rangers guile come out, Erebos and Destrucive Revelry stay in the board. Golgari Charm kills Master of waves(s), alright cool good explanation, but the aggro lists of the format Boss Sligh and Mono B also fall prey to charm (keep in mind dredge also hurts pretty bad to charm, but they don't care as much. Anger and charm still come in vs dredge though). Golgari charm also provides regen vs control (U/W and Mono B) and enchantment destruction vs control, and constellation.
Why 5 color?
I get this a lot. Alright, so you can be a glass cannon with straight RG which I'm sure it is a blast to play with; however your creatures and pump spells aren't so good without a double striker. They are still okay but not "optimal" like the list above. Mana confluence, mana confluence, there that is why I'm 5 color. That card allows you to dip into other colors really well, so when I went back to the drawing board I thought what are 1-2 spells that I would want from WUB. The cards had to have options/good against the meta/and not be essential to winning with. While that sounds weird sometimes you won't be able to play those spells, welcome to magic and 2+ color decks, so you want the spells to be great if you can play them, but not "I feel horrible for having this still in my hand." I believe Unflinching Courage and Simic charm both fit that role, and Erebos and Golgari charm are similar from the board. Furthermore, this deck is very strange in that when it floods out you have all the colors and everything minus a land is live off the top which is really nice. Keep in mind a Savageborn hydra for 4+ (a billion to your opponent because "you always have ghor-clan") is really sick off the top.
I believe those are the main changes. The deck is very resilient and fun to play, more so than it may appear. The hardest thing about the deck is the initial 7, keep in mind you are a playing like a COMBO deck. In some matches you can aggro them out, but don't always count on it. Thank you for reading and considering my list. I've had a lot of fun building it and proving it's merit. If you are at competitive events in Texas look for the guy wearing a Runescape shirt, and come up and chat.