This is my current pet deck, don't let the word "pet" fool you, its very good. The idea started out in this (
http://www.themanadrain.com/index.php?topic=44679.0) thread. After Burning wish was unrestricted and Burning ANT discussed I wanted a deck that could win with Oath (for a better workshop match) and win with Rituals (because that's fun).
I ended up with no oath targets, just one memory's journey, flashing back Yawgmoth's will, and occasionally Black Lotus as well.
4 Oath of Druids
2 Ad Nauseam
1 Tinker
1 Memory Jar
1 Necropotence
4 Mental Misstep
2 Duress
1 Flusterstorm
1 Brainstorm
1 Ponder
4 Preordain
1 Ancestral Recall
1 Sensei's Divining Top
4 Dark Ritual
3 Chrome Mox
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Black Lotus
1 Mox Jet
1 Mox Sapphire
1 Mox Emerald
1 Vampiric Tutor
1 Mystical Tutor
1 Demonic Tutor
1 Yawgmoth's Will
1 Tendrils of Agony
1 Memory's Journey
1 Hurkyl's Recall
4 Forbidden Orchard
4 Polluted Delta
2 Underground Sea
1 Island
1 Swamp
1 Tropical Island
1 Ancient Tomb
The deck is a turn one/two deck. -I don't think It will win tournaments (it needs a bit of work) but it is something to pick up and consider if your going to play storm.
The two main issues are
1) Lack of tutors, the deck can fizzle post Ad Nauseam.
2) High CMC, -I'm playing around with dropping the tinker/jar plan to help here, but so far I really like how the deck plays out.
The advantage this deck has over Burning Long is that the lack of (mostly) draw 7's (I know Memory jar is a draw 7 but that isn't really part of the decks main plan). A draw seven can give your opponent a Force of Will or Flusterstorm, and it can cause you to whiff. In this respect the deck has Ad Nauseam.
Ad Nauseam increases the possibility of wining on turn 1/2 when you don't have to worry about chalice, spheres, or even spell pierce. Ad Nauseam is one sided, your opponent will not draw a single card off it. Its and instant. And it costs black (ritual) mana.
Typically post Ad Nauseam there are two positions you be in, either with a protected, lethal, tendrils kill. Or a pass the turn oath kill. My advice is to not draw too heavily looking for the first of those options unless you need to win that turn or foresee the oath path not working. Like a quantum computer, take the shortest algorithm. This will also mean less user error, and less rng.
Ideas, comments, questions, -Everything, welcome.
Thanks
John.