I don't know about y'all, but when I play Magic, I tend to perform better when my opponent doesn't play Magic.
The basic concept behind decks like these is to chain together a large number of successive turns, prevent your opponent from doing anything, amass an extreme card advantage, and eventually win. We're basically playing Solitaire, honestly. I suppose I'll just go through the cards in the deck and explain why they're all there.
Mainboard:
  
Time Warp
  
Temporal Mastery
  
Part the Waterveil
These are the core of our deck. They all say take an extra turn, which translates to an extra land drop, extra cards, and potentially some other development or damage on our opponent.
Part the Waterveil
also acts as one of our wincons, animating a land as a beatstick. Ideally, we'll be able to gain some more turns afterwards, allowing us to kill our opponent before giving them a chance to kill our land.
  
Howling Mine
  
Dictate of Kruphix
If the turns spells are our core, then these are our engine. The main reason this deck works is that you'll often have one or more of these cards out, meaning every time you take an extra turn, you draw a metric luckton of cards. We don't particularly care that our opponent is drawing cards as well; we should be able to deal with most of their threats, and once we start taking extra turns it doesn't really matter.
  
Silence
  
Gigadrowse
  
Cryptic Command
These are the pseudo-turns spells. They don't explicitly say that we take an extra turn, but they accomplish a similar objective.
Silence
is self explanatory, but doesn't prevent our opponent from using what they already have on board.
Gigadrowse
and
Cryptic Command
have the added benefit of being able to tap down our opponent's creatures, which can really come in handy.
  
Remand
  
Force of Negation
Besides
Cryptic
, this is our deck's countermagic. Once we start going off, we tend not to be really too concerned with what our opponent is doing.
Remand
helps us survive in the early game, and is cheap enough to protect some of our combo in the late game. We occasionally play permanents on our turn in the early game, however, so
Force of Negation
helps us to protect those despite having exhausted our mana to play them.
  
Path to Exile
  
Terminus
Besides bouncing and tapping, these are our ways to deal with problem creatures.
  
Teferi, Time Raveler
  
Isochron Scepter
Teferi
comes down and bounces a creature. If he survives, we can start casting our turn spells with no fear of counter magic, and get in with an animated land with no fear of kill spells. Beyond protection, he also lets us hold up our extra turn spells to use on our opponent's end step like a make-your-own
Nexus of Fate
. His sorcery-speed clause also helps solidify a few locks in our deck involving
Isochron Scepter
- Establishing Isochron Scepter + Silence
or Gigadrowse + Isochron Scepter
, as well as having
Teferi
up to protect it, is more or less a hard lock.
Isochron Scepter
also works quite well with
Path
and
Remand
. We only have one
Scepter
, as drawing them without a card to put underneath is kind of a bummer.
  
Serum Visions
  
Jace, the Mind Sculptor
Serum
helps us to control our draws in the early game, and be efficient with our mana late game.
Jace
acts as an alternate wincon. Both help to set up our miracles.
  
Mikokoro, Center of the Sea
  
Inkmoth Nexus
Mikokoro
acts as a sort of 8th
Howling Mine
when we need it to.
Inkmoth Nexus
is another wincon while we're taking all those turns, and Inkmoth Nexus + Part the Waterveil
helps us to accelerate that wincon. We can still "animate"
Inkmoth Nexus
after it's been animated with
Part the Waterveil
; it becomes a 1/1 Infecty-boi with 6 counters, letting us wack our opponent for 7 infect. We don't have any more
Inkmoths
because having colored mana is extremely important at all stages of the game.
Sideboard:
  
Hibernation
Mainly for
Choke
, but incidentally good against any heavy green deck.
  
Hurkyl's Recall
Buys us time against Affinity, lets us get past
Ensnaring Bridge
, etc.
  
Leyline of Sanctity
Our deck is quite prone to hand disruption, and we're generally not fast enough for burn.
  
Rest in Peace
hogaak
and
phoenix
go away. Also helps a little against delve and
Logic Knot
  
Spellskite
Can help to protect our
Mines
/
Dictates
, sometimes our walkers and lands, and can chump if need be. Helpful against Infect and Burn.
  
Torpor Orb
Most
Aether Vial
decks, sometimes justified against
Snapcaster Mage
.