Okay, So I put bant Eldrazi Together and after testing it (mostly goldfish testing unfortunatly). It feels Weak to agressive decks Game 1, in the case that you dont curve out perfectly, which does not seem to be any more than half the time.
So,Ive been in the tank a bit, I tried a few different things here and there, The card i feel very good about drawing is Remand. Ive found it to be very helpful to buy an early turn, and get some extra draws before they can get going. The Time Walk feel of it is good. Gives you plays like The fake infect start with a Fetch, Forest, Noble Hierarch. A turn 2 where you would rather not just play displacer to block or die to a bolt, so you can just hold both path and remand. Draw a card off remand, then draw your card for turn, suddenly you've drawn into a Thought-Knot Seer or an Eldrazi Temple and things look much much better for you.
Ive also found some clutch plays with it later in the game too. For example if you get a Thought-Knot Seer Down, and they respond to the ETB with a Path to Exile or the likes of, The remand can put the spell back in hand, draw you a card, then resolve the Etb and strip it out.
I took out the 4th Reality smasher to put in the First Remand, and Im leaning very strongly on taking the 4th Eldrazi Displacer out for a Second. I always feel like Displacer is not what you want to do on T2, so much better later when you can hold up activation mana, and possibly even have the spellskite out for the soft lock.
The only Time the Remand really feels like a "Bad draw" is when you cant cast it, So Im very much taking suggestions on Editing my manabase a bit, What I have in mind is maybe Dropping a Cavern of Souls for a 2nd Birds of Paradise.or maybe how the deck could funtion a little better with remand in the main.