Lobotomy is a very evil card. I combined it into my blue/black discard not too long ago, and until Masques came along (with its strictly mono-color emphasis), it worked even better then Persecute.
The problem of suggesting a deck idea right now is that I don't know what other cards are coming out in Invasion. I know there's a black mana-converter creature, as well as another version of the drowned, but I still don't know about any other cards which might be perfect for the deck.
So tell you what, I can post up my old Extended deck, and you can just find Type 2 substitutes once Invasion rolls around, okay? However, I'll suggest substitutes whenever I can.
Lands:
4 Underground Sea / Underground River
2 Rootwater Depths
2 Gemstone Mine
2 Reflecting Pool
6 Island
5 Swamp
1 Wasteland / Dust Bowl
Gold Spells:
4 Lobotomy
Black Spells:
4 Hymn to Tourach / Stupor
4 Dark Ritual
4 Order of Yawgmoth
4 Hypnotic Specter / Abyssal Specter
3 Wall of Souls / Ravenous Rats
2 Duress / Coercion
2 Eradicate / Dark Banishing
Blue Spells:
4 Counterspell
2 Boomerang / Hoodwink
Artifacts:
1 Disrupting Scepter
2 Jester's Cap
4 The Rack / Wheel of Torture / Rackling
The object of the deck is to remove key cards from your opponent's library. The Lobotomy and Cap can eventually cripple any combo-based deck. If you're lucky, you can cast a Lobotomy by the second turn. If they've already put down a key permanent, you can return it to his hand during their discard phase with Boomerang/Hoodwink, then Lobotomize it during your turn. The discarders fill the rest of the deck up, and the Walls of Souls are meant to provide an excellent defense against weenies or single huge creatures. If no such equivalent exists by Invasion, you could just sub in any legal discard-type creature.
Of course, this is a somewhat slow deck, and it will usually lose to weenies and sligh unless you can get the Walls out. But it's a lot of fun if it gets going. Any deck that's based around one or two cards will lose to this deck at least 75% of the time. I've used this deck on Tinker decks, and believe me, they usually concede after you've removed their Voltaic Keys or their Tinkers. It has the same lovely effect on Wildfire, Hermit and Replenish. Also, just once, I put in a single Denying Wind, just for fun. I've only gotten to use it about 2 to 3 times, but when I did, I won the game.
BTW, Thanks a lot for the signature. I'll be using it soon.