This is a recent (Dec 5, 2020) 5-0 Eldrazi and Taxes list, that caught my eye due to the balance of threats in the deck, as shown by the 3 copies of 6 creatures, which is different than the traditional 4 copies of 9 cards with 24 lands.
I am saddened by the removal of charming prince, as I loved flickering it to save my displacer, however, I do believe that adding Skyclave Apparition in the Prince's place provides more utility in because it can deal with any nonland permanent that is CMC 4 or less
I see this deck as 4 parts: land disruption, hand disruption, nonland permanent disruption, and making nonland spells cost more.
1) Land disruption:
I) Leonin Arbiter & enemy fetch land interactions:
Leonin Arbiter acts as a barrier to opponents using their fetch lands because they have to spend 2 mana to search for their land.
It is important to note that your opponent has to pay the 2 mana before the fetch land's ability resolves because if it resolves and they did not pay the mana, they are not able to search. This happens when your opponent is unfamiliar with Leonin Arbiter's ability or simply forgot to pay the tax.
MTGjudges.com explains it as "Leonin Arbiter‘s static ability prevents player from searching their libraries unless they pay 2 mana. Paying this mana is a special action that can only be done when a player has priority. Technically speaking, in order to search your library you must pay this two mana before any effect that would allow you to search starts to resolve." (https://preview.tinyurl.com/y8zn8ox7)
II) Advanced Leonin Arbiter, Eldrazi Displacer, & Fetch Land interactions:
Your opponent pays 2 mana for the Leonin Arbiter search cost, then sacrifices their fetch land and passes priority to you. If the fetch land is on the stack and you have priority, you can activate Displacer's ability to flicker Leonin Arbiter, so when priority gets passed back to your opponent, they have to pay an additional 2 mana to search for their land. If the opponent does not pay the additional 2 mana and lets the fetch resolve, they do not get to search for their land.
MTGO & FNM Rulings on not paying Leonin Arbiter's tax:
If you are playing on MTGO and your opponent did not pay the 2 mana, the client simply lets the fetchland resolve and the opponent cannot search their library for their land
If you are playing at Friday night magic or another variant of modern night magic and your opponent forgets to pay the search cost and goes to search for their land, kindly remind them that they did not pay the tax and, as a result, they cannot search for their land.
If you opponent asks for a redo, that is, to go back in time in the game before the spell resolves to pay the Arbiter cost, kindly call a judge, explain the situation and the request, and get them to rule on it because you should not be put into a situation where you have to decide whether to put yourself in a situation where correcting a mistake by your opponent will negatively affect you.
Most of the time the judge will authorize a redo, as modern night magic uses rules that are used to encourage learning, however, sometimes the judge will not let the redo happen, so it's always best to simply call a judge, as this allows you to maintain a positive relationship with your opponent.
III) Leonin Arbiter & Ghost Quarter interaction:
Activating a Ghost Quarter with a Leonin Arbiter on the field has the potential to act as a strip mine, where you destroy an opponent's land and prevent them from searching for a basic land.
IV) Leonin Arbiter & Path to Exile Interaction:
Playing a Path to Exile with Leonin Arbiter on the field has the potential to exile a creature, while preventing them to search for a basic land.
V) Aether Vial and Flickerwisp Interaction:
Using Aether Vial's ability to bring a Flickerwisp into play at the end of your turn, has the ability to remove an opponent's land until the end of their turn. This action is especially important against Tron decks, as this shuts down their 7 mana production ability.
VI) Aether Vial, Flickerwisp, and Wasteland Strangler Interaction:
You can also vial in a flickerwisp during your main phase to exile an opponent's land and then play a Wasteland Strangler to put that land into their graveyard.
2) Hand disruption:
I) Thought-Knot Seer:
When Thought-Knot Seer enters the battlefield, your opponent reveals their hand and you get to exile a nonland from their hand. When Thought-Knot Seer leaves the battlefield, your opponent draws a card.
II) Thought-Knot Seer and Eldrazi Displacer Interaction
The goal of this interaction is to control an opponent's draw step. This is done by blinking Thought-Knot Seer with Eldrazi Displacer, at the end of your opponent's draw step, to make them draw a card and then exile a nonland threat from their hand. This prevents your opponent from playing threats against you.
III) Tidehollow Sculler:
When Tidehollow Sculler enters the battlefield,