Lands
Alas, on to the ramp, lands, and of course disruption; some of the key parts of this deck! Let's tackle the mana base first, specifically, the lands. I have the three shock lands, Sacred Foundry, Blood Crypt, and Godless Shrine, the three pain lands, Battlefield Forge, Sulfurous Springs, and Caves of Koilos, as well as the two better horizon lands, Sunbaked Canyon and Silent Clearing. (If the rakdos horizon land is ever printed, you can count on it coming into the deck). I also have the three dual fetch lands, Arid Mesa, Bloodstained Mire, and Marsh Flats, along with Prismatic Vista despite not being a dual fetch, and the three fast lands, Inspiring Vantage, Blackcleave Cliffs, and Concealed Courtyard, along with the relatively new "battlebond" lands: Spectator Seating, card:Luxury Palace, and Vault of Champions. Last but not least, the three filter lands, Rugged Prairie, Graven Cairns, and Fetid Heath. The thing is, it is quite hard to make a three-deck function only with duals, and so besides all of those, I have the resilient Urborg, Tomb of Yawgmoth, Ancient Tomb, Command Tower, Strip Mine (the deck needs as much removal as it can get), Reflecting Pool, Mana Confluence, City of Brass and as mentioned before Prismatic Vista. With the addition of the few basics, I consider the land base very strong. But what about the ramp?
Ramp Cards
Sadly this deck does not have my favorite two colors (aren't they everyone's nowadays), and so ramping is not too easy of a thing to do- but it is do-able and so here we are. Ramp is very very important as we need to get both Kaalia and the contract out FAST, otherwise, other boards will be too developed and people will be prepared to deal with any threats from this side. As a result, none of the ramp spells here are built for a long extended game- instead, there are many that function best to get Kaalia out fast so our gameplan can get going. There are ten ramp spells in this deck, under the ramp category, and yet we will also go over some ramp spells I am deeply considering. I have two of the signets, Rakdos Signet, and Orzhov Signet, and of course the newish Arcane Signet, (excluding Boros Signet due to the lack of red/white in the deck) since getting out Kaalia and the contract fast are obviously the most necessary parts of the deck. There is also Dark Ritual which is probably one of the best ramp cards there, giving us a huge edge up for some time despite only being temporary, and is most useful in playing the contract for much less. Mind Stone is a great mana-rock and can help us find that last tutor or demon we need earlier, even if the chance of that happening is not high, since the deck is generally low on card draw. Something I love to do, is play something that tutors to the top of my library, i.e Vampiric Tutor, then activate mind stone and draw the cards we need. Sol Ring is obviously self-explanatory, so I won't talk about that! Lotus Petal, Mox Amber, and Simian Spirit Guide are all vastly helpful and similar in putting Kaalia out fast and letting us control the board from earlier on, as they can each put us a turn ahead in getting her out! Jet Medallion is in to help us cast most of the cards in the deck as well as possibly reducing Kaalia's cost if it is played soon enough, and is probably the ONE and only long-termiish ramp card here, though on the contrary it can be played early on as well. The deck is not as strong in red or white so you will not see a Ruby Medallion or a Pearl Medallion here though, as they would just take up space in the deck that could be better used elsewhere. As for cards that will hopefully find their way in the deck some day, I'd love to include Treasonous Ogre as life can certainly be spent in this deck due to the contract letting us win outright, as well as Seething Song/Geosurge, however these I am less sure about since the deck isn't too heavy in red, though on the contrary, the mana could go to a colorless source. Last but not least, card:Dockside Exortionist is amazing in 3+ player games and would be a lovely addition to the deck if I can find cuts! Heck, maybe even a Jeweled Lotus too, even though it's utterly dreadful.
Disruption
Removal is one of the most important and communal parts of magic decks, and while it is a very important category, we need to spare every card we can for more tutors, ramp, and changelings, and as a result the removal category has been sadly quite scarce. Nonetheless, I have Path to Exile, Anguished Unmaking, Teferi's Protection, and of course Deadly Rollick! Path is a wonderful removal spell, and while a land can be quite influential in a game, one simple white mana for its effect is simply broken! In addition to that, it is not often in this deck that you will find lots of mana open to cast things with, and so the less mana the removal costs, the more powerful it is for us, even if the effect is less powerful. Anguished unmaking is here due to its wide removal capabilities, whether it's getting rid of a land, combo piece, or anything really! Teferi's protection is WONDERFUL and SUPER important in the deck since if people know what's coming they want to get rid of everything you own and will own, and thus Teferis protection CAN EASILYYYY decide the fate of many games, protecting Kaalia, the demons/changelings, and possibly even the contract itself. Rollick is also a great addition, and similar to path is wonderful because we can easily use its ability and not waste any mana in doing so. It also EXILES the creature, possibly disrupting an entire gameplan if it revolves around combo pieces! To top it off however, as previously mentioned, Strip Mine is here too!