Moral of the story is; Dizo's Racket+Meditative Trance+Smuggler's Toll+Righteous Intent/Kesava Trueheart makes for an infinite life/infinite armor/infinite draw/infinite damage scenario. Yes, you'll deck yourself out if you get the combo off, and no, it won't matter because Smuggler's Toll will resolve once you can't draw anymore cards.
Every card you draw makes you gain one life with Meditative Trance, Kesava sees that and makes you gain one armor, then Dizo's Racket sees that armor gain and makes you take two damage and draw a card. You're now back to the life you started at before you drew, and the cycle repeats. Every time Dizo's Racket hits you for two, Smuggler's Toll sees that and prepares three damage for the opponent. Toll won't resolve until you run out of cards to draw, which will end the combo cycle. You don't have to end your turn, just wait it out and Toll will go off on them when it's done. Once you have all four pieces out, you can use any source of life gain OR armor gain to start the cycle. The more life or armor you gain to start the combo, the faster it will resolve. Hitting for three lifesteal/gaining three armor will draw you three cards at a time, vs gaining one armor from the Waystone, or one extra life off of an extra Meditative trance will make the cycle happen one card at a time. Best thing to drop after the pieces are out is Diana. Two armor means two cards, two life means two more cards, and she also draws an extra card herself, setting the cycle to go five cards at a time.
Put Makto and Scepter in the market for those nonsense long games. Also put Mask of Torment back in along with Merriest Mandrake to help out Diana. But that being said, there's probably still some flexibility in here.
Still looking for suggestions.