So here is something I put together last night and was playing.
Testing has gone extremely well honestly. I didn't keep track of my W/L ratio last night, but I know I was at least in the positive.
Basically it is a Turbo-Fog deck that sort of lacks the "Turbo" aspect.
The deck was created as a way to make
Burning Inquiry actually do something, but after a bit of testing they ended up getting replaced with
Thassa's Bounty.
Burning Inquiry actually worked pretty well in this shell because of the redundancy in spell effects, so dumping something you need wasn't the end of the world because there was a very good chance you either had another sitting in your hand, a Warden/Archaeomancer to get it back, or enough draw to cycle into another one. The biggest reason I ended up replacing it honestly was because of how terrible it is being cast when you have an empty hand.
Thassa's Bounty does the same thing
Burning Inquiry did, but isn't terrible with 0 cards in hand and doesn't have the chance to dump stuff we need.
Anyways, the deck performs surprisingly well considering the fact it has almost no actual win-cons.
The capability of the deck to stall games is absolutely stupid. We have a total of 10 Fog type effects, which doesn't seem like a lot for something like this. Consider also though that the deck runs 3x Warden and 3x Archaeomancer to continually reuse those Fog effects. We also have Elixir of Immortality, which not only reshuffles our Fog effects, but also any Warden/Archaeomancer that ends up in the yard. Add in the draw effects (Wall of Omens/Think Twice/Thassa's Bounty) to draw into them as quickly and often as possible.
In practice, at least thus far, the deck has been able to have a Fog effect at the ready almost every turn.
In the few scenarios where we don't have a Fog effect, the creatures in the deck do a decent job of blocking/chumping, and having them sent to the GY isn't terrible because Elixir allows us to shuffle them back in and reuse them again.
The deck is also able to take a relatively large amount of punishment in those scenarios where it has to just eat an attack. Resolute Archangel is stupid good here, because we can do silly things like taking damage until we get really low on life, then proceed to Fog forever until you hit an Angel. Incidental life gain from Elixir certainly helps in this aspect as well.
Traumatic Visions is here because having hard counters in decks like these tend to be very helpful. I originally started with Dissolve simply due to the mana cost, and may eventually make the switch back. The main reason I made the swap to Traumatic Visions was because of the land cycling effect. The deck seems to rarely need a lot of fixing early on, but having it when you DO need it is nice, and tossing the card into the GY isn't a big deal at all because we have Warden/Archaeomancer and Elixir to make sure we can still use them as a Counterspell even after we have cycled them.
Thassa's Bounty is pretty obvious, keeps our hand full of Fog effects and helps us to mill. Think Twice and Wall of Omens are the same, helping to keep the Fogs rolling.
Planar Cleansing is pretty obvious, helping to reset the board. Warden/Archaeomancer allows us to reuse them multiple times, and the same with Elixir. Elixir allows us to nuke our own creatures without fear because they can always be reshuffled.
Chill of Foreboding is probably the strangest card in the deck, and likely the card that sticks out to most people when they look over the deck as a whole.
This is a card that I hated for the longest time because it is generally just bad (look at the mana economy between
Chill of Foreboding and
Tome Scour for example, let alone something like Hedron Crab).
When I first put the deck together though I decided to try out a single copy and after playing for a bit I ended up adding a second copy because of how good it actually functioned in the deck.
The card does a whole lot more for the deck than it would seem. The main function of the deck is to just Fog every turn until the opponent is milled out. Doing so off of nothing but your opponents draws and Thassa's Bounty takes a LONG time, but actually IS possible.
Chill of Forebording helps to speed this up somewhat, in that each copy represents a total of 10 cards milled after Flashed back. The card can also be cycled with Elixir if you don't flash it back to mill for an additional 5 when you draw into it later. It can also be grabbed with Warden/Archaeomancer for the same effect (and the deck CAN survive up to the point of getting enough mana to do stupid stuff like Warden getting back Chill>Chill>Flash back Chill to mill for 10 on the spot to potentially finish out a game).
Now the other mill choices in most cases are generally better (like I mentioned Crab earlier), but Chill of Foreboding opens up a lot of different options for us.
It mills the opponent, but also mills US. Meaning it helps us push through our mill plan, but it also mills cards into our GY for Warden/Archaeomancer, and milling our self isn't hugely terrible because we have Elixir to reshuffle the cards we mill if needed. Due to the nature of the deck, we very often get up to enough mana to be able to Flash it back (and often still have enough mana left over to cast a Fog the same turn), so the card not only represents a total of 10 cards milled from your opponent, but also 10 cards milled into your own deck. This is particularly helpful with Warden/Archaeomancer for getting the cards we need when we need them, helping to make sure we always have a Fog when we need it, or helping to sift through the deck to pick out the few copies of Planar Cleansing when we need them.
Hitting Think Twice off of them isn't terrible either, as they can be Flashed back to sift even further, and once we have them Exiled they thin out the deck even more (which is also true for Chill once it is Flashed back), which makes a considerable difference in the late game by lowering the amount of non-Fog cards you draw into (since the real end game here is just casting Fog all day until your opponent dies of boredom). Once you get a decent amount of your mana on the table and flash back a few of these cards, you get to the point where almost everything in your library is either a Fog effect, a card that gets a Fog effect back, or a card that draws into a Fog effect. Add Elixir to continually cycle them and you literally DO get to the point where you can Fog out an entire persons library.
People will probably hate you if you play this deck online though. It functions almost identically to the more traditional Turbo-Fog style decks, in that it wins by Fogging every turn until you mill people out, but because we lack good options to push both draw AND mill at the same time (like Howling Mine, Rites of Flourishing, etc) it takes FOREVER to do so.
Before anyone mentions it, yes, this deck really does hate Banefire lmao!