The market is a bit...iffy, lots of things can go in here but OG Vara (<3) and
Sword of Unity, I think, are fairly safe includes as they can't deal with the Aegis as much and the Overhwhelm (while most of your units already have it) is a nice touch on the ones that don't (Azindel, Titan).
Anywho, lets start:
A starting hand in theory should have 3 power, a removal, and Cykalis or a bigger unit drawn within the next few turns. The power base should reliably get you to 2 Time. There is also a reason I don't play the cargo's in here and that's to give you power after turn 6.
Defiance - Helps in the early game and stuns big charging units (*cough Zal Chi anyone?)
Lost Scroll - Needed for the ramp, and the Empower for some units, but not all that needed later on.
Vara's Choice - I'd highly recommend saving this if you think they're running charge units without recursion. It's good for a bounce too, if you need to sneak some damage in. Helps get the Empower from Worldbearer going too (through bouncing a troublesome unit back)
Apart from that, its a standard Worldbearer +
Mystic Ascendant shell. Added benefit of Azindaddy popping in late game as a closer.
Keeping this here as a placeholder atm while I test this out