Swedish Old School 93/94 format. ABU+4HM, no FEM, ICE, HML, ALL.
Based on combo of Serendib Djinn + Land Tax. The Djinn is super-strong, but tough to manage. It will beat a Shivan to the battlefield by 2 turns, and will beat it in combat. It beats Juzam with an extra point of toughness at the same cost. Of course it beats Serra, Triskelion, Sengir, and Erhnam. If you can get it to stick, the Djinn will win the game within 3-4 turns when supported with counter magic, removal and smaller creatures. The trick is managing it until then.
Land Tax to the rescue. Want mostly basic lands to feed Land Tax, limiting deck to only two colors and biasing the deck away from blue. Tolaria helps add U without counting as an island.
Unstable Mutation to pump Djinn for lots of early damage, and Spirit Link to prevent the "hits you for 3" if you have to sac an island. Diamond Valley to sac the Djinn if needed. An argument could be made for Holy Strength, Blessing or Divine Transformation to pump the Djinn more.
Biggest weakness will be City in a Bottle. Counterspells, Mana Drain, Chaos Orb & Disenchant to deal with that. King Suleiman is very low probability; can be dealt with by StP and Psionic Blast. Disenchant can deal with The Abyss, or counter it. Strip Mine and Chaos Orb to deal with Maze of Ith and Island of Wak-Wak. Land destruction won't be too hard to deal with thanks to Land Tax. Definitely counter Armageddon, b/c it doubles as removal for the Djinn.
000CBomb000 general recommendation:
I recommend drawing 2 cards during draw phase. It is almost universal that Magic games slow down due to lack of cards in the mid game, because it is common to play a land and at least 1 spell per turn. To compensate, draw 2 every turn. In my mind this is a fundamental flaw in the original game design, but can be fixed easily. Drawing more is more fun.