@walking.dude Sorry about that. I've updated the above list. The missing cards were 1 Spirit of the Lab, 1 Wingmare, and the Sol Ring... My excuse is that I've been changing the list several times a day, and was typing in a busy livingroom in lieu of interacting with my inlaws... but the actual reason is that I can be kind of an idiot.
As for Eldrazis (which sounds more and more like a pizza topping), the Smashers are great in this deck. Originally I had 4 TKS, then dropped them because they made Swords way too good against us. I changed them to Smashers, to hurt Swords.
I should say that, nearly every time this deck wins, it does so in a very unvintagelike way. I resolve a spell and attack, then calculate that the other deck has 2, 1, or 0 outs. I pass the turn. They draw a card and concede. The two cards that most often cause that to happen are Smasher and Excavator, with Wingmare a close third. To answer your question, I have no doubt that there are 3 or 4 Smasher versions of this deck that are good or even better given certain metagames. I would imagine Smasher is better against Shops, but I can't say that with certainty. If I knew I was playing against a field of Shops, I would guestimate 3 Smashers, 1 mainboard Ghostquarter, 1 mainboard Needle, cut two Spirits and a Wingmare?
Black does a lot of work believe it or not. It makes the five black spells (Tutor and the 4 Shamans) very live... specially against Mentor. Shamans are good against shops without any black at all, cause you just eat their lands and their creatures to try to win the race. But against Mentor, black gives you a whole other dimension, and really helps you beat a resolved Mentor that is making tokens.
The nature of those games is that Mentor is one of their very best draws. It is the only thing that gets through all the taxing effects unscathed (baby Jace aside... but more on that later.) But the taxing effects make the square number effect of Mentor much much flatter. With two taxing effects out, this deck basically turns Mentor into a Pyromancer. So the problem isn't so much that Monks run you out of town in two turns, but that they choke the board and make attacking impossible. The solutions to that are 2 Smashers, 3 Wingmares, and 4 Deathrites using the black ability. That puts Mentor in a tough spot. If they pay 3 to play preordain, they make a token and maybe get an attack in, but they give you ammo to eat a sorcery and hurt them. They get kinda finessed either way if you have access to Deathrite with black.
The other way black helps is that it can completely checks their JVP. Mostly the Revokers are used to check their walkers, but this opens up lines where you can use Revoker on a Mox, or even do some calculation and speculate with Revoker, naming something that you haven't even seen, just to cut them off from outs... say, leave the Deathrite up for an already flipped JVP, play Revoker naming Dack, into a board with a Taxing effect and say go. How are they getting out of this? We have 4 per turn now and very few outs. I think we are topdecking to Swords only at this point... and if it doesn't get played next turn and you topdeck any creature (which is always going to be near 40%... an little higher because of combos with Oath of Nissa) then they are drawing very slim at that point.
Lastly, the Tutor is awesome. The ability to nab Lotus, Trinesphere and Stripmine is backbreaking. A common line goes something like... turn 1 taxing effect. Turn two small Thalia, Deathrite. Turn three Tutor (off of the Deathrite) and Waste. Turn four Strip and land Excavator (often I will actually Strip and sandbag the Excavator here, since you want to play it on the turn you get the Strip or Waste back if you can... so playing a second taxing effect behind the Strip is actually better most times.)
I love that you are trying to build and test. Sorry again about the list errors. I hope you test, and I'd love to hear your feedback. What I'm trying to do is build 1 list that hates Mentor, and another that hates Shops, and then get some merging of those two so that I can maybe have 5 subtly different builds that create a range that you could select from based on what ratio of Mentor to Shops you would see at a given tourney.