The rest of the deck is filled with the best removal, draw, tutors and counterspells the format has to offer, as well as a few value cards and mana accelerators.
REMOVAL;
this deck plays a total of ten removal spells which I've found is a solid number, cEDH is not a creature heavy format so having just two or three removal spells a game for key creatures is all you need. Each removal spell in this deck is an instant with the exeption of Supreme Verdict which I have included because there are a few swarm decks in cEDH like Edric, Spymaster of Trest as well as if there is a hex-proof creature that we really need to kill. I think included one board clear is okay cause most games you wont draw it which is fine cause it is not always needed, but in the games where you do need it you can tutor for it. The rest of the removal sweet is all one or two mana cards besides Bant Charm and Beast Within which I think offer too much versatility to not include. The plethora of cheep answers is important because it allows you to play multiple forms of interaction a turn which is vital verses a deck playing counterspells.
DRAW;
Draw cards like Mystic Remora and Sylvan Library are staples and should be played in almost any green or blue decks because they allow you to draw multiple cards each turn for just one or two mana. this deck also plays Time Spiral and Brainstorm as draw spells because they are powerful on their own but also allow us to shuffle combo pieces back into our deck if we draw them. We also play Frantic Search as a draw spell because it can often net us additional mana because our lands tap for more than on mana as well as it allows us to discard Fatestitcher which can let us win even without a creature on the board. The last "draw" card we play is Training Grounds which discounts Thrasios, Triton Hero's ability allowing us to use it twice as often.
TUTORS
Every cEDH deck that uses combos to win will play tutors which act as additional copies of combo pieces in the deck. Because we are a four color deck we get to play every good tutor in the format and we play nine of them. staples like Demonic Tutor and Vampiric Tutor which are in almost every cEDH deck are of course included because they can fetch any card we need. We also play some more targeted tutors such asEnlightened Tutor to tutor freed form the real, Eladamri's Call, Worldly Tutor and Summoner's Pact to get Protean Hulk and Mystical Tutor to get Flash.
COUNTER SPELLS
counter spells are key in cEDH because of the amount of combo decks as well as they help us push our combo through against players who also play counters. playing cheap counters is very important just like removal because it lets us cast multiple of them in a turn. Because of this I play both Pact of Negation and Force of Will as free counters. On top of this I play seven other counters all of which cost two or less besides Bant Charm again because of its versatility. I am not playing Mana Drain because of its casting cost of making it hard to cast it plus additional counters in a four color deck so I only play actual Counterspell to minimize this draw back. cards like Mana Leak wich are not ideal in regular EDH because there is often an excess of mana are great in cEDH because of how fast the format is. Similarly Cryptic Command and other counters that are often in EDH are less good in cEDH because a four mana counter is too expensive.
OTHER
We are playing some of the early game mana accelerators in the format like Carpet of Flowers, Sol Ring and Mana Crypt as well as a few value cards like Sensei's Divining Top, which is great in any deck that has lots of mana and wants to control the game, and Eternal Witness to return any card that we have already used this game to our hand for more value. The last odd ball card in this deck is Shadow of Doubt which I like because it cycles and can effectively counter any tutor affect which is very strong against combo decks.