Interesting lists for the top spots.
It's tough to argue with success. But, Omnicombo? No FOWs and no basic lands? Is the strategy to just mull to a god hand, pray that a Wasteland or Null Rod don't see play and then go off with either Oath or Storm or Vault/Key?
This deck plays enough threats to not warrant needing force of will or basic lands. It also doesn't play any fetches so the mana base would need reworking to play all of your five color spells anyway. The deck plays differently based on the match-up, against ichorid/aggro/combo you try to combo using the ritual/tutor/will plan. Against control/fish-decks you use oath as a 2 mana must counter threat that they lose the game to and that you can easily cast on turn-one making force of will a must have card for them and allowing you to set up future plays by making them use force+blue card that allows you to set up different ways to combo.
Regarding Null Rod and wasteland, first off null rod is a hinderance to almost every deck in vintage so I think that comparison is a little unfair, and the combination of wastes and null rod is enough to make a lot vintage decks lose not just this one. Plus the deck can win through null rod and waste effects the same as long variants by setting up a ritual chain into yawgmoth's will. Not to mention the possibility of just playing an oath, seeing as which it only costs 2 mana, null rod or waste by themselves are not nearly enough to stop this deck from winning. There is a friend of ours who has been playing fish with null rod, waste, daze and FoW since Dark Confidant got printed and has said that this match-up is almost unwinnable and has since given up on it, as the deck attacks from so many angles it is hard to stop it.
The vault-combo is there to enable random wins (I know this isn't the best plan) If you start the game with one of the cards in your hand you can use any of the tutor effects in the deck to find the other piece and win via-infinite turns. It allows a way to win that requires little investment as you usually use this as your last win condition unless a piece is in your opening hand or in a draw spell. The vault-key combo is the weakest part of the deck and could easily be replaced with other cards.