Psychic Corrosion wants you to draw.
You need an efficient draw engine or multiple ways to draw.
The main creature we run in order to trigger it's ETB effect. The idea is you want to return it to hand or flicker it so you can trigger it's ETB effect over and over again to draw cards.
Ideally you want to recast him without paying it's cost.
It's strong ETB effect draws a bunch of cards but also sets you up for even bigger draw events.
With just one Psychic Corrosion out you can easily mill your opponent but with multiples you make short work of them.
A Wizard, entering the field is causing an ability to trigger - its own so you double it.
You draw 3, then put two back. Then draw three again, and put two back again. In the end you get to see 4 cards off the top of your deck and you get to keep up to all 4 of them so long as you have 2 cards in your hand. You can put back any two from your hand it doesn't have to be from the 3 your just drew, letting you sift through and intermingling your hand with the top of your library choosing what you want to keep and knowing exactly what you're going to draw the next couple of turns.
And it's important to remember you can keep all 3 (or 4) cards and put two others from your hand back instead! Replacing your hand with new cards you intend to use potentially.
Naban just performs alongside Riverwise Augur. Together they make the deck that much more effective at drawing and milling and you can get some really explosive openers if you draw him in opening hand and then draw into a Riverwise early.
Riverwise on T4 and draw 3 or 6 is a good way to get through your library and find the cards you need.
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Induced Amnesia draws a ton of cards
You want one of these early as possible. Basically throw your hand away draw a ton of cards in return and looking for a Demystify so that you can then get those cards right back to hand and do it all over again.
You're already drawing a ton of cards to hand with other parts of this deck potentially and then you can be storing them up with Reliquary Tower instead of always playing them.
Example: Let's say you have 9 cards in your hand. You cast this drawing 8 cards for ! That's milling 16 cards with just one Psychic Corrosion in play. 32 with two in play! Quite possibly our biggest mill bomb in the deck.
Demystify lets you easily get those cards back to hand by destroying the Induced Amnesia enchantment.
Tragic Poet then lets you get it back to be recast. Casting another one to exile all the cards in hand again, should be more cards, you can likely finish them off milling them all at once.
It's too bad the card doesn't say 'when Induced Amnesia is no longer in play/leaves play' otherwise we could just return it to hand with one of the bounce/flicker permanent cards in order to play it again!
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At this stage you're probably going to have a ton of cards in hand and wonder what to cast. If you have Omnispell Adept in play you can cast
Nexus of Fate and hope to chain back to back turns into milling them out or at least
Overflowing Insight to draw a bunch of cards and bring them really far down.
The main creature we run is Omnispell Adept.
Omnispell Adept lets you cast all the high CMC spells we run but don't worry if they sit in your hand for awhile because the Reliquary Tower makes sure you never have to discard anything and you actually want a lot of cards in your hand for cards like Induced Amnesia.
The main spell your looking for is Overflowing Insight
If you Omnispell a Nexus of Fate to take back to back turns and can hit a double Induced Amnesia you might just deplete their library that turn.
If you can time it right you can Omnispell a Overflowing Insight for just on the third stage of a The Mirari Conjecture (Sideboarded right now) copying it and drawing 14 cards which of course is a instant 28 mill off their deck which usually will body them at once.
If you can Omnispell a Vivien's Invocation (Sideboarded right now) you're looking to hit a Riverwise Augur or the one-of Fleet Swallower (Sideboarded right now).
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Siren's Ruse is the best flicker. You don't have to recast her she stays in play.
Release to the Wind saves you from having to pay the cost to cast it again.
Rescue cheapest way to bring her back to hand.
Disperse your everyday 2 mana return to hand.
Unexplained Disappearance gives you surveil and if you don't need that card send it to graveyard for a chance at something else you need being atop your deck.
Expel from Orazca another option if you need more.
Depths of Desire return to hand with ramp.
The good thing i like about these are if they try to hit you with removal you can use them to save your creature too. Their removal/burn fizzles as it doesn't have a valid target any longer.
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As long as the mill engine is going you can take them down little by little each turn drawing a card for 2 mill.
But eventually you'll start to take huge chunks off their deck with Induced Amnesia (# of cards in hand), Weight of Memory (9+), Overflowing Insight (14-28+), or Riverwise Augur (6+).
It's important to note that you can have multiples up, sometimes even triples in play which only amps up the milling trifold with each triggering separately.
You will probably finish them off if you have 2+ Psychic Corrosion in play and by mid-match that is entirely possible because remember you're drawing a ton of card advantage.
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Maybeboard Show
Guild Summit is our main sustained draw source. Because you can return it to hand with Rescue and flicker it with Release to the Wind you can get multiple ETB effects over and over again throughout the course of a match. It becomes a repeatable draw spell for you.
It's important to run a bunch of Gates.
Guild Summit becomes the most efficient way to repeatably draw cards when every 'Land - Gate' that enters after it's in play becomes a separate draw event.
Also when you have a bunch of gates already in play, say 2-4, you can bounce the Guild Summit back to your hand to be recast. Leaving the gates untapped and tapping other mana to cast it then tapping every gate to draw like 3-6+ cards at once -- triggering a massive draw and massive mill event -- likely finish them off if it's late in a match.
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Cleansing Ray
Naturalize
Don't forget you got Curator's Ward for important pieces you don't want to lose to removal. Though you might want that on an enchantment instead.
The Mirari Conjecture enters and you can return a instant spell to be able to bounce/flicker something with one more time. Then next turn you can return a sorcery especially if you Omnicasted something already. Then the next turn is where it gets really fun. Hopefully you can double Omnispell something powerful like Overflowing Insight on that turn.
Invert / Invent for the Invent is basically a tutor for the spells you want to Omni-cast.
too bad Pull from Tomorrow is rotating out, it would've worked well with Apex of Power and Omnispell Adept.
Creatureless? Show
Choose to go a fairly creatureless strategy, running as few creatures as possible.
This might not work in Standard and we will more than likely have to find room for some defenders, focusing on those 0/5 guys like Shore Keeper, Surge Mare, Howling Golem, Wall of Mist, Tempest Djinn, etc but for now this is what I've brewed.
Pretty much all decks in standard are playing removal spells.
If you run a creatureless deck strategy they are holding useless cards.
What use are cards they cannot cast? Let them draw and hold those dead cards since you are only playing a few creatures your opponent can have their removal spell if they want to take your guy out you can just Rescue it back to hand or flicker it. Either way their removal/burn fizzles as it doesn't have a valid target any longer.
Also you can simply sideboard in creatures, defenders, once they remove their removal spells after seeing you don't really run a bunch of creatures. Then catch them off guard in match 2 or 3 with new options.
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1x Apex of Power
1x Chart a Course
1x Chemister's Insight
1x Gateway Plaza
1x Howling Golem
1x Mystic Archaeologist
1x Patient Rebuilding
1x Secrets of the Golden City
1x Surge Mare
1x Tatyova, Benthic Druid
1x The Immortal Sun
1x Unexplained Disappearance
1x Wall of Mist