This is the list I've been testing:
Didgeridoom4
Didgeridoo4
Show and Tell4
Artificial Evolution1
Arcane Adaptation1
Blood Moon1
Jace, the Mind Sculptor4
Goblin Lackey4
Emrakul, the Aeons Torn3
Griselbrand2
Changeling Titan4
Force of Will4
Brainstorm4
Daze4
Ancient Tomb4
Scalding Tarn3
Volcanic Island3
Island2
Mishra's Factory1
Kher Keep1
Flooded Strand1
Bloodstained Mire1
Mountain
Sideboard4
Boros Battleshaper2
Surgical Extraction2
Pithing Needle2
Pyroblast1
Misdirection1
Grafdigger's Cage1
Sulfur Elemental1
Blood Moon1
Stronghold Gambit
Here are some card choices/explanations:
Goblin Lackey: I think this card effectively acts as Didgeridoo five through eight, however, it's not uncommon one would expect it to live past turn one. Daze is an important part of the deck, because you can protect Evolution with the spell on the stack to ensure you drop a broken creature into play.
Daze: Key part of the deck. The idea is to gain an early advantage by sticking a Didgeridoo or Lackey on turn one. When the second mana hits and you try casting Evolution, you don't want to tie up resources. Daze ensures you can do this by countering a spell for free.
Changeling Titan: Didgeridoo by itself without a means to cheat a fatty into play is sad. You really want to take some advantage of the card, and there are intrinsic synergies that exist with the Titan in both Lackey and Didgeridoo. Sure, a two-for-one is never a good deal if an opponent can kill a creature in response, but realistically no one is going to let a Lackey survive a turn if they can help it.
Kher Keep: Keeps the blockers flowing and helps with the championing of Titan. If the deck durdles, which by its nature it can certainly do like most Show and Tell variants, amassing an army of blockers is never a bad deal.
Jace and Blood Moon: Win conditions in their own right. The deck may need alternative ways around certain situations, and with Ancient Tomb slamming a turn-three Jace is enough to warrant a response by any opponent. The same is true for Blood Moon, which may arguably be the greatest one-card combo in the history of Magic. Also a key way to shut down Karakas.
Factory: Helps with championing and buffers an attack when nothing else can be done. Since Didgeridoo is also colorless, hands with Titan and Factory and or Tomb can, at minimum, give you a solid play. (You do have to activate the Factory to do this, but it's still a play and the card itself is an attacker.)
Battleshaper: A very underrated and powerful Minotaur, even with Show and Tell. If you can slam this card on the table against decks like Show and Tell and Dark Depths, it becomes an incredibly daunting task for those decks to kill this guy. His ability is criminally underrated, and slamming him turn two off a Didgeridoo is enough to get the job done against aggro-control variants.
Misdirection: Good against Hymn and Decay decks to protect Didgeridoo and or Lackey. Also has utility against Depths, which leverages discard to the extreme.
Gambit: Turn-two Griselbrand against Lands or Storm is very powerful. It's a hedge that can also put cards like Boros Battleshaper into play against opposing reanimation strategies.
Omissions: I don't like Lotus Petal in this deck. I think Lackey and Didgeridoo are solid enough turn one plays that warrant a response instead of all-in with Petal on turn one with Tomb. If you have a turn-two Show, you have an Island with Daze, as well. This is really more than enough. I also put the basic Mountain in the deck to help against Wasteland and or Path/Ghost Quarter. Sometimes, this deck enjoys having an extra land or two in play. I also thought about Desolate Lighthouse.
Thoughts?