My version of what I've been calling "Turbo Slaver" for a long long time now:
1X Island (PitchLand to Basic V.s. Wasteland)
1X Seat of the Synod (Welder Targets, Tolarian Academy Loves)
2X Underground Sea
3X Volcanic Island
1X Library of Alexandria
1X Tolarian Academy
2X Flooded Strand
1X Polluted Delta
5X The Mox.
1X Lotus Petal
1X Black Lotus
1X Mana Crypt
1X Sol Ring
1X Mana Vault
1X Grim Monolith (If it doesn't untap, Weld it. Same with Vault.)
4X Mana Drain
4X Force Of Will
1X Misdirection (You can substitute this with Stifle)
1X Mystical Tutor
1X Time Walk (Who doesnt love an extra turn?)
1X Merchant Scroll
1X Tinker
1X Recoup (Who doesnt love 2 extra turns?)
1X Burning Wish (Who doesnt love 4 extra turns? Or the ability to not care when you pitch off Time Walk/Tinker?)
1X Imperial Seal (Debatable)
1X Vampiric Tutor
1X Demonic Tutor
1X Yawgmoth's Will
1X Gifts Ungiven (Retardedly good... Think about it...)
4X Thirst For Knowledge
1X Frantic Search (Also, retardely good, seeing as how many artifacts are being played in this deck, and it's running Tolarian Academy and Library of Alexandria)
1X Ancestrall Recall
1X Brainstorm
1X Chain of Vapor
1X Gorilla Shaman (Oh, How I Love To Eat Mox)
3X Goblin Welder
1X Darksteel Colossus (Because it's just that good when you can take 4 turns in a row.)
1X Triskelion (C'mon now. He's not that hard to put on board.)
1X Pentavus (You'll win more games than you know with him and one welder and Tolarian Academy putting yourself in a place to take a few turns.)
2X Mindslaver. (Duh.)
1X Sensei's Divining Top (Yes, it is THAT good.)
Board:
2X Glacial Chasm (Bad Combo! Leave it!)
1X Ponder (Oh yeah... Burning Wish...)
1X Brain Freeze (This is often swapped with another Blood Moon, but I'm comfortable with having it here, I don't know why. Haha.)
2X Echoing Truth (Stop Warrening Me!)
2X Arcane Laboratory (Cause Glacial Chasm doesn't hit board turn 1. ~.^)
2X Crucibal of Worlds (Yes, I did think about Wasteland/Strip Mine. haha.)
1X Wheel of Fortune (The person who drops this when playing Slaver, will entirely understand, afterwards.)
2X Blood Moon (Cause Crucible is a response, not an answer.)
2X Empty the Warrens (Take THAT Slaver Players!)
(P.s. I don't care about your graveyard.... Honestly...
If something hits play, that let's you utilize your graveyard to where you win the match, I've already misplayed my hand.
When playing decks that indirectly use their graveyards, literally mulligan if you see the control hand, and play the combo hand.
It's not the world's fastest/strongest combo, but there's multiple turn availability, and that's just retarded to lose with.
As far as I've expirienced, decks that utilize their graveyards to where you can't stop it, aren't about to FoW you. ~.^
Wait... Is Madness back yet?

)
You have a rough game with goblins, until you Warren/PentaBUS. P.s. Lose the Slaver. ^.~
You pretty much destroy the mirror match.
Lol@Grindstone in general
Lol@WorkshopDecks, but Grrrrr @ Wastelands.
Combo is an awkward match-up, because I've been known to out-combo combo.
Remember, this is what you really want to see.
Turn1 - Do some stuff, set up Drain/FoW/Misdirection/Maybe drop a Welder/Gorilla Shaman.
Turn2- Take turn 3/Or Set up
Turn3- Take turn 4/Take turn3/Set Up
Turn4- Slaver/Finish the Bash(Colossus)/Be holding 7 counters or answers/Take turn5/Take turn4
Turn5- You should have complete or close to board control. With a FoW or active Drain or finishing up the game/lock-down
AnyOtherProlongedTurns- Playing Magic the Gathering/Shuffling
That's ultimately where you want to be. Granted, what you're playing against and who you're playing against will change that, for better or worse.
Never be shy with pitching Tinker or Time Walk, you can dig them out of the RFG pile.
Don't be shy with drawing on your turn, sometimes, it's for the best.
KNOW WHAT TO COUNTER! Get a good feel for what you're playing Game1 and/or know what you're playing pre-emptivelly. Round 1- Bye, DOESN'T = Loss.
KNOW ROUGHLY WHAT THE FORMAT IS! It's good to pick out what you're playing, just by seeing the first couple of cards that come out of your opponent.
NEVER be afraid to break the Library lock, this deck is VERY good at putting itself back into it. P.S. I love you (@ Draw 7 Players.)
And stop countering Duress... Let them have the card already... It's just gonna be obvious that you have something, afterwards. (There are times to break this rule)
Most of all, with decks that want to do SOMETHING every single turn, try to play like there isn't even an opponent across from you. (Apply when you know they can't respond to you or when you can just play through it.)
Sometimes, an intentionally misplay will throw an opponent off his game. ~.^ Just don't mess up too big. Know when to do what. Block with your Goblin Welder when he's being useless, you do run Yawgmoth's Will, and welder DOES NOT = Game Over. In all honesty, he's more just utility and synergy. One slaver will typically ruin an opposing deck. The fact that you CAN do it forever, is just comforting.
Any questions on why certain cards are here, or how to use them effectivelly, just ask. Any comments/criticism is welcomed and I'll respond to it accordingly, but no I won't get mad if you critisize it. Hahaha. So, feel free, and tell me what you think of it. It's what I run. I like it. It's comfortable.
P.s. This deck runs awkward when you play it, without an opponent sitting across from you. It is supposed to be somewhat responsive, and not JUST reactive.