1x Arcane Sanctum 1x Azorius Chancery 1x Celestial Colonnade 1x City of Brass 1x Command Tower 1x Dimir Aqueduct 1x Drowned Catacomb 1x Fetid Pools 1x Glacial Fortress 1x Godless Shrine 1x Halimar Depths 1x Hall of Heliod's Generosity 1x Hallowed Fountain 1x Irrigated Farmland 4x Island 1x Mana Confluence 1x Maze of Ith 1x Orzhov Basilica 6x Plains 1x Reliquary Tower 1x Scrubland 5x Swamp 1x Temple of Deceit 1x Temple of Silence 1x Tundra 1x Underground Sea 1x Urborg, Tomb of Yawgmoth
1x Arrest 1x Authority of the Consuls 1x Blind Obedience 1x Copy Enchantment 1x Crackdown 1x Darksteel Mutation 1x Dissipation Field 1x Energy Field 1x Estrid's Invocation 1x Exquisite Blood 1x Humility 1x Imprisoned in the Moon 1x Karmic Justice 1x Lethal Vapors 1x Luminarch Ascension 1x No Mercy 1x Omniscience 1x Overburden 1x Painful Quandary 1x Pestilence 1x Prison Term 1x Propaganda 1x Rhystic Study 1x Righteous Aura 1x Sanguine Bond 1x Smothering Tithe 1x Sphinx's Tutelage 1x Spreading Plague 1x Test of Endurance
1x Anguished Unmaking 1x Fated Retribution 1x Hatred 1x Pull from Tomorrow 1x Return to Dust 1x Stroke of Genius
1x Azorius Signet 1x Bolas's Citadel 1x Chromatic Lantern 1x Coldsteel Heart 1x Crawlspace 1x Darksteel Ingot 1x Dimir Signet 1x Fellwar Stone 1x Mind's Eye 1x Sol Ring 1x Talisman of Dominance
1x Debt to the Deathless 1x Decree of Pain 1x Descend upon the Sinful 1x Exsanguinate 1x Fumigate 1x In Garruk's Wake 1x Merciless Eviction 1x Replenish 1x Terminus
1x Academy Rector 1x Crested Sunmare 1x Erebos, God of the Dead 1x Magister Sphinx 1x Zur the Enchanter
An Enchantment pillow fort focused on gaining and taking life. Most games are won without casting Oloro at all. This is a mostly passive deck.
Start by casting just enough Enchantments to keep yourself from being in any real danger. Gain two life on the upkeep of each of your turns. An early game Energy Field, Dissipation Field, No Mercy, or Propaganda will usually be enough of a detterent. Don't worry if you have to take some combat damage early game, you'll be able to establish a stronger pillow fort and gain the life back.
The removal Enchantments like Darksteel Mutation, Arrest, and Prison Term should be saved for enemy Commanders or otherwise game winning threats. Zur the Enchanter is great for fetching these Enchantments during combat.
There are six board wipe spells in total. Terminus, Merciless Eviction, and Descend upon the Sinful can all work remove creatures with Hexproof / Indestructable. Use the board wipes strategically and try to be sure none of the Blue players are going to counterspell. If you have a decent pillow fort up, don't be afraid to hold the board wipe for a few turns.
Righteous Aura can keep you alive almost indefinitely late game if you have enough White mana. Humility + Pestilence is always fun. Estrid's Invocation and Copy Enchantment are extremely versatile and can be used to double the effects of things like Painful Quandary or Rhystic Study. Academy Rector is a great chump blocker and can be used to put Omniscience into play.
To win the game try casting Sanguine Bond + Exquisite Blood or Debt to Debtless and Exsanguinate for a lot mana. Replenish will usually win when cast late in the game. Magister Sphinx is great for taking down a player who has gained a lot of life. You can also try using Hatred during your opponent's combat phase when they are attacking someone else to get an unexpected killed.
Mostly just sit back and don't worry about doing too much or getting off your chair, just like Oloro, Ageless Ascetic.