This deck aims to play politics early, making everyone happy by giving them cards, and sometimes cheaper spells. The extra drawing is helping you to draw into one of your interlinked combos:
Card drawing:
1) Top + Helm, Cloud Key or Etherium Sculptor+Future Sight or Magus of the Future.
2) Prosperity/Skyscribing/Braingeyser/Stroke of Genius + big mana (see below)
3) Jushi Apprentice + Mind over Matter + big mana (see below)
4) 'extra turn' spells + Kami of the Crescent Moon, Howling Mine or Font of Mythos.
Big Mana:
1) Gauntlet of Power
2) Extraplanar Lens
3) Doubling cube
4) Mind over matter + Tolarian Academy or any mana rock that gives 2 or more. (Grim Monolith, Mana Vault, Mana Crypt, Sol Ring, Everflowing Chalice)
You almost always want to play the general on turn 2 and start giving out cards. The only exception is with opening hands that include Dreamscape Artist, since he is able to give you good ramping and turn 2 Artist means turn 3 you can use his ability (harrow) and play out the general with the 2 fetched islands.
Just keep a low profile, build your mana and try not to become a threat. Never attack anybody and never counter anything that doesnt affect you directly. If someone DOES attack you, devote all your resources to making that person pay. Often with global effects, (evacuation, disk, O-stone), you can sweep in response to an attack and then comment, 'wow I really didnt want to do that. Everybody thank X for forcing me to kill/bounce all your creatures.' You can often play politics with your Wasteland and Tectonic Edge as well. People often will have excess cards and rely on Reliquary Tower to keep them. The other day a guy (who had 18 cards in hand) wastelanded my tectonic edge. Predictably I destroyed his Reliquary Tower in response. He had a plan though! Eternal witness after that exchange. Countered. Bummer for him. He discarded 10 cards in his end step. Teach people that its not a good idea to mess with you and that you will not ever mess with them 1st. (at least until its time to take out the table).
The typical end game goes like this:
Once I have enough mana in play, combo pieces in hand or on table and either:
A) Everyone is tapped out.
or
B) I have Teferi in hand.
I flash in Teferi at opponent's EOT (if B). And then play whatever combo pieces are not alreay in play. There are basically 2 combos:
1) (Cloud Key,Etherium Sculptor or Helm of Awakening) + (Sensei's Divining Top) + (Magus of the Future or Future Sight)
This combo allows me to draw out my entire deck by repeatedly drawing with top and putting it on top of deck and the replaying it from the top of deck for free. This will always draw me into the second combo.
2) Mind over Matter + (Tolarian Academy or Doubling Cube) + (Braingeyser or Stroke of Genius). Reito Lantern lets me put Stroke or Braingeyser on bottom of Library to redraw with above combo and use again. Rinse and repeat.
Sometimes it is quicker to win with:
3) Mind over Matter + (Tolarian Academy or Doubling Cube) + Jushi Apprentice.
Get as much mana as needed with MoM + Cube or Academy then tap apprentice, flipping him. Untap him with MoM and then target each player with him (Once or twice each will do the trick. You will have 50ish cards in hand at this point.)
Generally you almost never need to do all of this. After you draw your deck with Combo 1, most people will just concede then. It is a very fun deck to play, I have enjoyed it immensely.
Card drawing:
1) Top + Helm, Cloud Key or Etherium Sculptor+Future Sight or Magus of the Future.
2) Prosperity/Skyscribing/Braingeyser/Stroke of Genius + big mana (see below)
3) Jushi Apprentice + Mind over Matter + big mana (see below)
4) 'extra turn' spells + Kami of the Crescent Moon, Howling Mine or Font of Mythos.
Big Mana:
1) Gauntlet of Power
2) Extraplanar Lens
3) Doubling cube
4) Mind over matter + Tolarian Academy or any mana rock that gives 2 or more. (Grim Monolith, Mana Vault, Mana Crypt, Sol Ring, Everflowing Chalice)
1 Kami of the Crescent Moon
Creatures
2 Magus of the Future
3 Voidmage Husher
4 Jushi Apprentice
5 Mulldrifter
6 Sphinx of Lost Truths
7 Scrivener
8 Dreamscape Artist
9 Teferi, Mage of Zalfir
Artifacts
10 Duplicant
11 Solemn Simulacrum
12 Etherium Scultor
13 Howling Mine
14 Font of Mythos
15 Gauntlet of Power
16 Extraplanar Lens
17 Doubling Cube
18 Sensei's Divining Top
19 Wayfarer's Bauble
20 Journeyer's Kite
21 Expedition Map
22 Spell Book
23 Helm of Awakening
24 Crucible of Worlds
25 Oblivion Stone
26 Nevinyrall's Disk
27 Reito Lantern
28 Everflowing Chalice
29 Mana Vault
30 Grim Monolith
31 Mana Crypt
32 Sol Ring
33 Capture of Jingzhou
34 Temporal Manipulation
35 Fabricate
36 Relearn
37 Recall
38 Tidings
39 Ponder
40 Serum Visions
41 Braingeyser
42 Prosperity
43 Skyscribing
Enchantments
44 Future Sight
45 Mind over Matter
Instants
46 Vision Skeins
47 Impulse
48 Brainstorm
49 Stroke of Genius
50 Thirst for Knowledge
51 Counterspell
52 Forbid
53 Cryptic Command
54 Arcane Denial
55 Dream Fracture
56 Boomerang
57 Capsize
58 Echoing Truth
59 Evacuation
60 Whispers of the Muse
61 Lat-Nam's Legacy
62 Quicken
63 Words of Wisdom
64 Tolarian Academy
65 Academy Ruins
66 Tolaria West
67 Wasteland
68 Tectonic Edge
69 Scalding Tarn
70 Misty Rainforest
71 Reliquary Tower
72 Terrain Generator
73 Terramorphic Expanse
74 Okokoboro, Center of the Sea
75 Island Through
100 Island
How to play the deck:
You almost always want to play the general on turn 2 and start giving out cards. The only exception is with opening hands that include Dreamscape Artist, since he is able to give you good ramping and turn 2 Artist means turn 3 you can use his ability (harrow) and play out the general with the 2 fetched islands.
Just keep a low profile, build your mana and try not to become a threat. Never attack anybody and never counter anything that doesnt affect you directly. If someone DOES attack you, devote all your resources to making that person pay. Often with global effects, (evacuation, disk, O-stone), you can sweep in response to an attack and then comment, 'wow I really didnt want to do that. Everybody thank X for forcing me to kill/bounce all your creatures.' You can often play politics with your Wasteland and Tectonic Edge as well. People often will have excess cards and rely on Reliquary Tower to keep them. The other day a guy (who had 18 cards in hand) wastelanded my tectonic edge. Predictably I destroyed his Reliquary Tower in response. He had a plan though! Eternal witness after that exchange. Countered. Bummer for him. He discarded 10 cards in his end step. Teach people that its not a good idea to mess with you and that you will not ever mess with them 1st. (at least until its time to take out the table).
The typical end game goes like this:
Once I have enough mana in play, combo pieces in hand or on table and either:
A) Everyone is tapped out.
or
B) I have Teferi in hand.
I flash in Teferi at opponent's EOT (if B). And then play whatever combo pieces are not alreay in play. There are basically 2 combos:
1) (Cloud Key,Etherium Sculptor or Helm of Awakening) + (Sensei's Divining Top) + (Magus of the Future or Future Sight)
This combo allows me to draw out my entire deck by repeatedly drawing with top and putting it on top of deck and the replaying it from the top of deck for free. This will always draw me into the second combo.
2) Mind over Matter + (Tolarian Academy or Doubling Cube) + (Braingeyser or Stroke of Genius). Reito Lantern lets me put Stroke or Braingeyser on bottom of Library to redraw with above combo and use again. Rinse and repeat.
Sometimes it is quicker to win with:
3) Mind over Matter + (Tolarian Academy or Doubling Cube) + Jushi Apprentice.
Get as much mana as needed with MoM + Cube or Academy then tap apprentice, flipping him. Untap him with MoM and then target each player with him (Once or twice each will do the trick. You will have 50ish cards in hand at this point.)
Generally you almost never need to do all of this. After you draw your deck with Combo 1, most people will just concede then. It is a very fun deck to play, I have enjoyed it immensely.