Okay, maybe a bit of an exaggeration, but even with some suboptimal cards, this deck feels really strong in the best-of-one meta right now.
Torch the Tower: Removal for Deep-Cavern Bat and other annoying 1/2 drops that could come back from the grave
Ossification: More efficient removal
Lightning Helix: Instant speed interaction for slighly larger creatures, great against aggro
Invasion of Mercadia
: Helps look for specific cards in certain match-ups. Flipping it is a bonus; good for finishing games.
Banishing Light: Versatile removal for anything that dodges your other cards
Invasion of Dominaria
: Keeps you alive while cycling itself; good for closing out games
Case of the Crimson Pulse: Any time you get matched up against discard, you want to immediately start looking for this card. It actively benefits from having your hand destroyed and keeps the gas coming once you're empty handed.
Beza, the Bounding Spring: great for stabilizing and getting some blockers on the board while you dig for wipes
No Witnesses/Expel the Interlopers/Starfall Invocation: board wipes; both 5-mana cards should be Sunfall, but I currently don't have the wildcards to build them. From there you might want to go 1-3 or 3-1 between 4 and 5 mana wipes
Jaya, Fiery Negotiator/Koth, Fire of Resistance/Quintorius Kand: Planeswalkers you should play after clearing the board to keep generating as much value as possible before they are removed. Jaya is probably the weakest link and I can see her being removed later on. Koth is surprisingly strong at times when considering that there are only 5 mountains in the deck. This could increase, but either way if Koth can stick around, just keep ticking it up and whenever an opponent plays a creature it can remove, remove it. In the meantime it makes sure you don't miss your land drops and forces aggro opponents to address it. Quintorious is by far the best of the bunch, and it is possible that the best version of this deck just has 3 copies. It also synergizes quite well with
Trumpeting Carnosaur: Value engine, finisher, blocker, whatever you need it to do, even remove stuff in the early game
Finally, Urabrask's Forge: With the notable exception of card:Atraxa, the Grand Unifier decks (which have for the time being gone down in popularity due to the mana base taking quite a large hit), artifact removal is few and far between. If you can get this card down on turn 3, it will likely stick around. At this point your only objective is to survive while the forge grows each turn until your opponent succumbs to the imminent damage. When facing aggro decks, simply discard it to one of the looting effects and dig for life gain/removal/blockers until your opponent is out of cards and luck.
The land base can still use some work as well. Fountainport is great due to how versatile it is. It can make tokens to sacrifice to Torch the Tower's bargain ability, or at the same time sacrifice your Urabrask's Forge tokens post combat for only 2 mana to draw a card (great for contrl matchups). Mirrex/Mishra's Foundry make sure you have something going on against control decks as well. Demolition Field on the other hand is to make sure your opponents don't start chipping away at you without you being able to interact with their creature lands.
Let me know what your thoughts are on this deck, I'm quite pleased with it for the time being but obviously a lot is going to change in the upcoming days/weeks as people finally figure out the meta for this new standard. In the meantime, I hope you have fun giving it a go.