Your ramp, draw, interaction, and threats should all point in the same direction
This includes mana rocks, of which there are nine, Spawn/Scion makers (eight), cost reducers (four), and even a mana creature (Snapping VoidcrawSnapping Voidcraw), a card that steals lands (Oblivion SowerOblivion Sower) and a mana increaser (Forsaken MonumentForsaken Monument)
This deck is secretly very strong and should get more respect going into this new Standard season
Sengir Vampire One of the things I learned by playing Sengir Vampire is how an ability on a creature will scare people into playing around it, and lose as a result
I would rather a good goblin on two and the right number of lands drawn naturally but that is wishful
If you don't want to combo win you can replace these cards to further a different kind of win: Want to win with Poison