As previously mentioned, mono-blue and mono-red have virtually zero cards which gain life (in the case of red, actually zero)
It's a small detail that reaffirms the events of the story and just how far Scar is willing to go to prevail over not just the cub but also your opponents and his
Ive heard comments that the deck is too tight of a package to really evolve much, but I hope this has given you some idea of how many different ways there are to approach these kinds of synergies, where this deck can safely be tweaked, and whats really important
Underworld Breach and Thassa's Oracle are heavily-played combo pieces, while Uro, Titan of Nature's Wrath is a frequent flier on ban lists

Number Five Bant Control | Reid Duke, SCG Invitational Los Angeles Creatures (8) 1 Restoration Angel 3 Augur of Bolas 4 Thragtusk Instants (15) 3 Azorius Charm 4 Dissipate 4 Sphinx's Revelation 4 Think Twice Sorceries (9) 1 Amass the Components 1 Terminus 3 Supreme Verdict 4 Farseek Enchantments (2) 1 Detention Sphere 1 Rest in Peace Lands (26) 2 Island 1 Alchemist's Refuge 2 Nephalia Drownyard 2 Overgrown Tomb 3 Temple Garden 4 Glacial Fortress 4 Hallowed Fountain 4 Hinterland Harbor 4 Sunpetal Grove Sideboard (15) 1 Jace, Memory Adept 2 Negate 2 Dispel 1 Silklash Spider 2 Rhox Faithmender 1 Pithing Needle 2 Terminus 1 Azorius Charm 1 Rest in Peace 1 Detention Sphere 1 Restoration Angel I don't even know what to say about Thragtusk, other than if you only looked up the Reid Duke decks with Thragtusk you'd have quite a buffet of different cool strategies