Nice post, but no whining "I can't post here and here boohoo. I mean this in the nicest way possible 
The art of breaking cards is as old as Type 1 itself, and new type 1 players seem to be moving away from innovation with each new set release and looking at how cards fit more into existing deck types. Remember how Long.dec was criticized in the beginning? Just because something doesn't fit in with today's environment doesn't mean it can't be turned into a monster. Newbies look at Weissman's "The Deck" and scoff at the cards, but in fact even the 1997 version is still a good deck. Hell, I piloted a janky Planar Portal based deck in the original TOC (either I or II, can't remember) back on BDominia and lost a total of 2 games if i remember correctly.
Why does something like "The Deck" still win? It wasn't created by sticking the most powerful cards available together with some super-powerful effect and hoping for the best. The most powerful decks are created using a specific understanding of the fundamental nature of Magic itself and how cards interact. What I'm getting at is the need for newer players to start learning the fundamentals of Magic, and older players to revisit the concepts that they learned back in the day. One of the best ways to do it is looking at the great decks of the past, but that's not the purpose of this.
I could go on and on about deckbuilding strategies, but right now I want to focus on one particular concept, temporal control. This is something particularly important in type one. Getting your opponent to play on your terms is absolutely key in a format where at the slightest opportunity your opponent can go broken and win. Hence why true aggro is rarely great, as it's only temporal control is the clock. Even the Zoo decks of old were control decks...if you ever played them back in '97 before they died you know exactly what I mean.
There seems to be some confusion among players as to how good a certain Darksteel card is. You all probably know I'm talking about Trinisphere, heir to the legacy of such great tempo-control cards as Winter Orb and Black Vise. These cards work not by defeating the opponent on their own, but by forcing them to play under a specific set of conditions. Winter Orb of course slows the opponent down, giving you time if you're prepared to take advantage of the conditions, while Black Vise forces your opponent to commit to a faster attack or lose life, reducing the time they have to set up their own strategy. Trinisphere can be used to the same effect if you take the time to build a deck to abuse it properly.
Let's start with what Trinisphere does: All spells cost at least 3. (This is the essential concept, not exact wording)
So, let's consider exactly what that means: The lower average CC of the spells in a deck, the more disrupting Trinisphere is. So while it is definitely not broken in a deck like, say Keeper, this does not mean it is not a broken card. Any card that alters the fundamental nature of the game for a low cost like Trinisphere can be broken, the question is, how to do it?
Part 1: Minimizing Trinisphere's impact on your own gameIn the case of Trinisphere, you must either alter the ideal mana curve to minimize it's impact on your game or find a way to bypass the drawback.
Path ANow a deck filled with higher casting cost cards may seem like a bad idea at first, but take a moment to think about why these cards cost more: They are more powerful than lower casting cost cards. While this of course is not always true, it is a general rule WotC tries to follow. Cards like The Abyss, Ivory Mask, Fact or Fiction and Morphling all deserve such high casting costs, and not one is affected by Trinisphere.
Path BGetting around the drawbacks without worrying about the mana curve (though I'd suggest using both paths at once) isn't very difficult with Trinisphere. Card put directly into play from the graveyard or Library without being cast aren't affected, and neither are lands. Oath of Druids is a primary example of a card that gets cards into play directly, and that's just the first one I could think of off the top of my head. As for lands, you can either use lands that produce greater quantities of mana, like Mishra's Workshop, or you can use lands with useful effects like Mishra's Factory, etc.
Both pf these paths offer basic ways to use Trinisphere without it affecting your own game, whether it be by using more powerful, higher casting cost cards, or by circumventing the drawback of the card. Now lets move on to the specifics of strategies that allow you to use Trinisphere to cripple the opponent, rather than just slow them down.
Part 2: Maximizing Trinisphere's impact on your opponent's gameTrinisphere alone slows down an opponent by requiring them to use more mana to cast spells, disrupting their tempo. This is good, but Trinisphere is not a win condition! To abuse your opponent's strategy fully, you must use your opponent's slowness to your advantage. Let's break down all the specific things you can exploit when your opponent is under Trinisphere:
A. Needs more mana to play spells.
B. Fewer spells played at a time because of A.
C. More cards in hand because of B.
Path AMana Denial. Those two words say it all. Armageddon, Pillage, Wasteland, Winter Orb, Dwarven Miner...these cards make Trinisphere's disruption go from significant to fatal, and only Winter Orb is even affected by Trinisphere.
Path BLess threats get played by your opponent, so you can either take board control by playing more of your own threats, or play the counter game (hell even memory lapse helps with it lol). 3CC counters like Forbid aren't even affected by Trinisphere, and neither are cards like Phid and Finkel.
Path CSo many cards in hand makes Balance entertaining since you can hopefully operate better than your opponent under Trinisphere, Mind Twist is more useful and Vise become a real threat. Oh and the king of all ways to take advantage of this? Lobotomy. I'm sure you'll be able to think of plenty more abusive things on your own

It is important, when choosing your method of attacking your opponent, that you consider the local environment and what decks are dominant. Also, don't shy away from using multiple paths to victory; the more flexible your strategy is, the less of a chance there is for your opponent to totally shut you down.
In closing...I won't leave you with any deck lists, as I'm still developing several myself, but perhaps in the coming days I'll add a Part 2 as I get a better feel for which specific strategies work best in today's Type 1 environment. The thing you should take away from this, mostly, is to learn from the past, and go back to the principles that guided deckbuilders like Weissman in creating the monstrosities of old. Your deckbuilding skills will be much better off for it, and who knows...you might innovate a format defining deck of your own.
For those of you who believe in the past:
http://www.classicdojo.org~MetaMageOld school forever!