Cut Cabal Stronghold for a basic. You won't reliably have 3 Swamps in play, and when you do the extra mana off Stronghold is not worth it anymore. On the flipside, not being able to cast your BB spells because you only have this and a Swamp is terrible.
Other than that, the deck looks quite strong (and I'm shivering at the thought that it could be even better with another Slimefoot or a Song), and the cuts could be debatable. Here's what my cuts would be:
-2x
Divest. You have enough removal that you don't need this; plus it's a horrendous topdeck late.
-
Fungal Plots. I might be underrating the card, but you have many ways to gain card advantage (two
Dark Bargain) and sac Saprolings for value (Thallid Soothsayer plus two Omnivores) and you'd rather recur your few high-value creatures with
Soul Salvage and
Memorial to Folly than exiling them to Plots.
-1x
Llanowar Scout. This is your worst potential 2-drop, and you have enough that you can afford cutting it.
And finally, given your rather high density of non-creature spells, I think I'd cut one
Adventurous Impulse for land number 18. This is the change I'm the least certain about; it's not inherently clear whether the deck wants 17 or 18 lands. 2
Adventurous Impulse and a
Grow from the Ashes mean you probably can get away with 17 (plus you're not splashing), but the many manasinks and card advantage engines you have would sway me to run 18. 9 Forests, 8 Swamps, Cemetery, nothing fancy but gets the job done.
Also: Yes, DOM is a format where you can definitely be overpowered in the lategame, and it doesn't even need fancy Mythics to do so. For instance,
a turtle sent to the skies can absolutely close out games against many, many decks.