The deck can be complex at times but the main plan mostly stays the same. You want to slow your opponents down as much as you can and get as much value from your etb effects as you can and hold off until you can assemble your infinite. The main combo is to have an
Archaeomancer /
Scholar of the Ages with a
Displace /
Ghostly Flicker and a land untap creature like
Great Whale,
Peregrine Drake, or
Palinchron (or
Cloud of Faeries if you have a
Panharmonicon).
Once you have the three of them, phase 1 (infinite mana phase) of the combo begins. The loop can look a little like this...
1- Cast
Displace targeting
Archaeomancer and
Great Whale -
2-
Great Whale will flicker and untap 7 lands. If most of your lands are already untapped here, tap them in response to the trigger to float the mana +
3-
Archaeomancer will flicker and the trigger to bring back an instant or sorcery will bring back the Displace
4- Recast
Displace for 3 mana, and gain 7 mana with
Great Whale
5- Repeat
This can be looped forever to gain you infinite mana. Then, once you have infinite mana, phase 2 of the combo will begin. For this, you will need any creature that allows you to draw a card from your deck (which the deck has a lot of), for this example we will use
Sea Gate Oracle. This will begin phase 2 (infinite draw phase) of the combo.
Basically, you want to do the exact combo from earlier, except instead of flickering a land untap creature, you flicker the creature to draw cards.
1- Cast
Displace targeting
Archaeomancer and
Sea Gate Oracle
2-
Sea Gate Oracle will flicker and you will put a card from your library into your hand
3-
Archaeomancer will flicker and the trigger to bring back an instant or sorcery will bring back the
Displace
4- Repeat this process until you have found a win-con (See below)
Then, you are drawing from your deck until you get one of three things, a
Thassa's Oracle, a
Time Warp, or an
Agent of Treachery. Once you find one of these, phase 3 (win game phase) begins.
Thassa's Oracle is pretty self-explanatory; cast a bunch of cards and then cast
Thassa's Oracle to win the game. If you find an
Agent of Treachery, do the same combo from earlier, except replace the
Great Whale /
Sea Gate Oracle with the
Agent of Treachery
1- Cast
Displace targeting
Archaeomancer and
Agent of Treachery
2-
Agent of Treachery will flicker and you will steal a permanent from your opponents
3-
Archaeomancer will flicker and the trigger to bring back an instant or sorcery will bring back the
Displace
4- Repeat this process until you have stolen all of your opponents permanents (Yes, even the lands too Mwahaha).
From there, killing them should be easy as you can continue to steal their permanents every turn, effectively keeping them on one mana forever if they hit constant land drops. The other (and way easier) way to kill your opponents is with
Time Warp. However, to win this way you need to find either a
Panharmonicon to pair with your
Archaeomancer, or just have a card:Scholar of Ages (Which should be easy to find since you can draw as many cards as you want), because you will need to be getting back 2 instants/sorceries per flicker.
1- Cast
Time Warp
2- Flicker the card:Archeomancer / card:Scholar of Ages with any flicker spell
3- With their etb trigger, return the
Time Warp and the flicker spell to your hand
4- Recast the
Time Warp and take infinite turns
4.5- Use
Thassa, Deep-Dwelling's ability to tap down all of your opponents creatures if needed (or just cast
Sleep or
Tempest Caller if opponents have hexproof)
Once you have assembled this combo you never let your opponents have another turn and you can simply beat them down with your creatures slowly and painfully (or they just concede because they see you're taking INFINITE TURNS)