Start Your Engines seems like a decent tempo play, but it doesn't provide any lasting value despite costing 4, which seems like a price that should warrant some lasting gain (like 2/1 dwarf berserkers, for instance) unless the deck is really fast and low to the ground, which this build doesn't seem to be
Its full of pain lands, which are useful for casting certain colorless spells, but your manas gonna hurt
Enchantment removal is still relatively new in black, but the boundaries already seem to be pushed
It has an incredible activated ability that it gets +1/+1 and Trample until the end of turn when you target it with a spell
Despite looking like a U/W deck that splashed only the tiniest bit of the other colors, The Deck would reinvent itself after sideboarding, turning into a Blood Moon deck despite having just seven basic lands, itself (and this was obviously long before fetchlands)
Its a little more expensive than the other options, but it gets the option to destroy a land