A self-mill deck that intends to go infinite by casting Rescue from the Underworld to fetch an Archaeomacer or Species Gorger when the other is on the table, and there's a Time Warp in the graveyard, and 9 mana, with 4 Islands, on the table. It sounds like a very complex and unlikely set of circumstances, but the deck is
incredibly consistent at getting you there. Can also win via Mill, or by Spider Spawning. Though the former is mainly for self-mill, and the latter defence, they can both be turned into offensive tools if needed.
Most infinite turns decks fall down in the fact they can't reliably pull Time Warp, relying on random draw, or 2 x Rune-Scarred Demon to tutor, then having to draw their combo pieces or tutor them up too. They then have to assemble this over a series of turns, making it both unreliable and easily interrupted. Here, the fact you have a turbo self-mill engine means you can easily get the pieces you need every game, and you can assemble the combo at instant speed, so if your opponent is tapped, topdecking, or unable to interrupt immediately, they lose as soon as you cast Rescue.
The key strategy early on is to try to have at least one, if not two, mill cards in your opening hand. Mill here enables more mill, so getting off to a good start can create exponential benefits. If you're not milling early, you're not going to win.
The main complexity is the use of Treasured Find, and Rescue from the Underworld. They self-exile, so even though you can reshuffle, these are limited resources and must be used with great care, and are key to assembling milled combo components, or advancing the mill at a greater rate. Most of the time they will be the spells you recover with early Archaeomancers if they get milled as they enable your win conditions, and TF is especially important at recovering a milled Elixir. There's no benefit to going infinite if you just mill yourself.
Therefore if you want to go infinite, you need to keep track of EVERY combo card and quantity in your graveyard, and by association , left in your deck as a result. This is a critical element, as you can easily screw yourself otherwise by rendering it impossible to go infinite by over-milling, though in such a case, your Spider equity is usually a lot stronger as a result so you can take that route instead. Understanding where this crossroads lies, and picking the better route based on the state of your graveyard and your opponent's deck (Can they kill the Gorger? How many spiders can I get?) is key. Remember, the combo can be locked in and used to repeatedly Spawn if Time Warp is unavailable for the same cost.
Play orders and priorities matter a lot, as the deck is pretty complex and not forgiving of mistakes. Getting 4 blue sources is also extremely key, which is why Islands top my basic land count, so they can be Cultivated before they all end up being milled. With careful play, you can go infinite in almost every game without a lot of difficulty. Over about 40 wins, I've gone infinite in over half of them, with the option being on the table in almost all the others, but winning via Spawn due instead due to it being the more efficient option at the time.
One funny aspect is people assume it's mainly a Spider deck, and waste their resources trying to frustrate that aspect - using removal on Spiders rather than crucial combo-piece Archaeomancers as they don't want to fuel another Spawn, which gives you the crucial advantage of the element of surprise. If people are wise to your tricks, you can always just Spawn them to death instead.
I just wanted to quote this. I consider this one of the best combo decks in the game when it was made, and it can be updated.
I want to try cutting -4 assistant and adding 1x visionary and 3x sultai oracle, I think SteveO swapped the elixer for a maniac too. Note that this deck is BORING AS HELL to win with because you will often be able to just barely execute the time warp combo.