I think you should at least get some utility into your mana base. So long as most of your lands are basic, you will still be resilient to
blood moon and opposing wastelands.
Fetchlands: In this article Frank Karsten argues against the often cited point of "deck thinning" for including fetchlands in mono color decks.
Castle Locthwain/
Takenuma, Abandoned Mire: These provide insurance against mana
flood. While they do open you up to
Wasteland, I would at least include one of each since they are on color utility.
Wasteland: Interaction against
Dark Depths combo (or other land based
shenanigans like
Glacial Chasm,
Maze of Ith,
Karakas ...); helps to keep an opponent who is behind on board on the backfoot via mana denial; but If you are trying to resolve 4 and 5 mana spells yourself, maybe setting yourself back a land isn't the best of plans
Urza's Saga: powerful midrange grind/card advantage card. However I see it more in a spell slot then a lands slot. Not only does it sacrifice itself after 3 turns, but on two of those you actually want to make constructs instead of tapping it for mana.
Karakas: I don't think it's worth it. It's effectively colorless for you. Because of that (and because it is legendary) you want to play it only once or twice. But then your chances of drawing it when you actually need it are also pretty small. Protecting your own legendaries is cute, but turns them into effective 5 drops.
Snow-Covered Swamp: Conventional wisdom tells us to split our basics between normal and Snow-Covered, to minimize our opponent's chances when they cast
Predict in the blind on you. However no one actually plays
Predict nowadays. So it is more of an aesthetic choice.
Ancient Tomb to power out your combo will make your deck more powerful in total in my opinion. Even though as you say it makes it harder to cast your obliterator (which is just not that impressive).
Cavern of Souls: This can get potentially awkward with
Dauthi Voidwalker. But it would ensure that your Obliterator resolves ... which isn't that strong.
Urborg, Tomb of Yawgmoth only gets interesting if you run more than 4 off-color sources. Otherwise I wouldn't include it.
I think you got most of the important lands. Some other includes could be:
Rishadan Port: Keep an opponent who is behind on the back foot. Works best with
Wasteland. Though it probably isn't worth it without
Aether Vial.
Bojuka Bog: Incidental grave hate, but tapped lands are bad. Like really bad.
Mishra's Factory: More hedge against mana
flood that also helps you to play around sweepers.
Nurturing Peatland/
Silent Clearing: Yet more
flood insurance.
Cabal Pit: Late game removal on a land; Probably only good in
pox where you
more or less reliably get threshold.
Lake of the Dead: Another way to power out your combo (or your big phyrexians).