After those cards, these are the other upgrades I recommend: Lands: Arcane Lighthouse, Flamekin Village, Clifftop Retreat, Glacial Fortress, Sulfur Falls, Hallowed Fountain, Tundra, Steam Vents, Volcanic Island, Sacred Foundry, Plateau, Fetchlands Ramp: Solemn Simulacrum, Chromatic Lantern, Coalition Relic Tutors: Mystical Tutor, Enlightened Tutor, Weathered Wayfarer, Tithe, Land Tax Removal: Cyclonic Rift, Path to Exile, Containment Priest, Austere Command Utility: Clever Impersonator, Phyrexian Metamorph, Snapcaster Mage Win Conditions: Ulamog, the Infinite Gyre, Kozilek, Butcher of Truth (if you're running Lightning Greaves, Swiftfoot Boots, and Flamekin Village as you should be) Special Bonus: I'm often asked for an upgraded list, so here's my personal cardboard list that I play at local tables
Oozes dont tend to have flying or reach either, so youll rely on spot removal and sweepers to deal with evasive threats
Sometimes Bident of Thassa hands you a pile of freshly drawn hot garbage and Whirlpool Rider saves the day with a brand new set of weenies to send off to their inevitable demise
Another goal of mine for this Aristocrats deck was for it to be as competitive as possible, within reason
You choose a nonbasic land card from it