The effects are VERY different. Winter Orb is symmetrical. Tangle Wire is assymetrical. Both Winter Orb and Tangle Wire are capable of converting a board advantage into a win. However, that's where the comparison ends.
Where as Winter Orb slows your own deck down, Tangle Wire functions as a multiturn Time Walk. You tap your Tangle Wire, Eye of Ugin and Chalice of the Void and continue to play out your threats with your game plan and mana development completely unaffected. Meanwhile your opponent is stuck tapping down everything they own for 2-3 turns.
Against any matchups where leyline is worth siding in, but is not so crucial that you would mulligan till you have one in your opening hand, side in...
4 Leyline
2 Helm
Against any matchups where you would mulligan till you get Leyline in your opening hand (dredge etc), bring in
4 Leyline
3 Helm
Leyline can be hardcast thanks to Urborg when needed.
Helm is an a solid alternate win condition that dodges Ensnaring Bridge/Maze of Ith and odds are, your opponent already sided out any maindeck means they had to deal with it. Plus it isn't completely useless on its own, it can still grab an Emrakul or Griselbrand or anything Reanimator runs.
Next weekend, I'll take the below list for a spin and see how useful the Helm + Leyline combo ends up being.
4 Eldrazi Temple
3 Eye of Ugin
4 Ancient Tomb
3 City of Traitors
4 Cloudpost
3 Glimmerpost
3 Vesuva
2 Cavern of Souls
1 Urborg, Tomb of Yawgmoth
4 Endless One
4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
4 Conduit of Ruin
1 Breaker of Armies
1 Ulamog, the Ceaseless Hunger
4 Chalice of the Void
2 Warping Wail
2 Trinisphere
2 Dismember
1 Umejawa's Jitte
Sideboard:
4 Leyline of the Void
3-2 Helm of Obedience
2 Pithing Needle
2 Tsabo's Web
2 Damping Matrix
2 All is Dust
2x Damping Matrix - This card has been absolutely fantastic. I find myself siding it in more often than not since it shuts down so many different annoyances.
x4 Endless One – Does an excellent job of smoothing out the deck’s mana curve. It can plop down as a 2/2 on turn one or as a 12/12 in the mid/lategame, making it a solid threat regardless of when you draw it.
x4 Conduit of Ruin - I continue to feel that Conduit of Ruin is the most underrated and underutilized Eldrazi. It's a beater, a mana accelerant and a tutor all in one card. With a manabase that supports 24 Sol Lands, it’s a god send.
x1 Breaker of Armies – The best available Conduit of Ruin target when you’re stuck at 3 Sol Lands/6 mana. Against creature based decks, it's a one sided wrath that makes you can swing with everything you have without having to fear an attack back. It also makes it so all of your other creatures get through to deal the maximum amount of damage, enough to outright win you the game some times. Making your mimic into a 10/8 for a turn is pretty good as well.
x1 Ulamog, the Ceaseless Hunger – A tutorable answer to Ensnaring Bridge, Moat, Worship and any number of other cards that would otherwise ruin your day. Thanks to Conduit of Ruin, it frequently comes out on turn 4, and it almost always puts your opponent in an unwinnable position the turn it is cast, even if it gets countered.
x2 Dismember – The best early game removal (mid to late game, All is Dust is stronger) this deck has access to. There’s very few threats that Dismember doesn’t kill outright. Warping Wail and even Spatial Contortion to some degree are more flexible alternatives depending on the meta, but neither card deals with nearly as many threats as Dismember does making it well worth maindecking as a two of in most metagames.
Regarding the large land count, a manabase like this both gives the deck resiliency to wastelands, and between Conduit, Eye, All is Dust and the two Ulamog's you rarely mind having tons of mana.
x4 Ancient Tomb – Sol Land #1-4. Due to the more aggressive nature of this deck, it can cope with the lifeloss better than Turbo Eldrazi. The ability to power out a Chalice at 1 on turn 1 makes it an automatic 4 of in this list.
x3 City of Traitors – Sol Land #5-8. Since the deck functionally plays 24 Sol Lands, it just needs 3 of any combination of it’s 24 Sol Lands in the first 10 cards to be able to top off it’s mana curve and lay down Conduit of Ruins (which make the other threats in the deck even cheaper to cast). Due to requiring such a low number of lands to top off the curve, City of Traitors is almost always the perfect land to plop down turn 3.
x4 Eldrazi Temple – Sol Land #9-12. Temples can be played in multiples, is a great target for Vesuva, and given the high density of Eldrazi spells, it is bar none the best land in the deck. Play four copies, always.
x4 Eye of Ugin – Sol Land #13-16. Despite the fact that Eye is legendary, I play 4 due to the high density of Eldrazi spells in the maindeck and the fact that it's tutoring effect is so much more usable here thanks to Cloudpost mana. Yes you will have the occasional opening hand with 2 Eye of Ugins. But just as frequently, an Eye of Ugin in your opening hand pumps out multiple Eldrazi Mimics and Endless Ones turn one followed by a Thought-Knot Seer turn 2, a Conduit of Ruin turn 3 and an Ulamog turn 4. It’s a frequent Wasteland target so it’s not always bad to have in multiples.
x4 Cloudpost – Sol Land #17-20. Quite possibly the second best land in the deck. Even if you have only one post land in your opening hand, there are still 3 Cloudposts, 3 Glimmerposts, and 3 Vesuva left in the deck so the odds are fairly good that Cloudpost will be tapping for atleast 2 mana by midgame. Thus Cloudpost effectively functions as yet another Sol Land in this deck.
x3 Vesuva – Sol Land #21-23. Between 4 Cloudposts, 4 Eldrazi Temples and 4 Ancient Tomb, you’re never lacking for Vesuva targets, and this land essentially functions as Sol land 21-23 as a result. It can even gain you life by copying a Glimmerpost if you’re down to single digits. However, the fact that it comes into play tapped is enough to make it a 3 of.
x2 Urborg, Tomb of Yawgmoth – As a 1 of in a build that plays 4 Eye of Ugin, this land functions as Sol Land #24 more often than not. The main reason the cards is worth playing is that it lets you tap Eye of Ugin to generate an additional B mana but it has the additional function of allowing Dismember to be castable without the lifeloss. It can also be very helpful if you side in Oblivion Sowers against a matchup that plays fetchlands, for obvious reasons.
x3 Glimmerpost – I have frequently gone back and forth on playing a full playset main deck. The life gain can be helpful in some matchups. However, the fact that it produces only 1 mana a turn while every other land in the deck on average generates 2 or more mana every turn makes Glimmervoid one of the weakest links in the mana base.

