Primarily I want to establish a massive draw engine, and burn opponents to death via Niv-Mizzet, the Firemind, or Psychosis Crawler. Or even overrun them with squids from Chasm Skulker, win by decking yourself via card draw with Laboratory Maniac.
Okay, so I now have some time to add to this description. First and foremost, this deck is not the easiest to pilot. There are times when you get the board state to have several cast triggers that you want to stack appropriately. The nonbo that stands out a ton is Cast Through Time
+
Possibility Storm
if you have both on the battlefield at the same time, There are going to be certain cards that you cast that you'll want to use the Cast Through Time to get the rebound trigger since you'll get the cast trigger again on the next upkeep. Other times you'll want the Possibility Storm to get a cast trigger, but not have the spell resolve just to dig to the next spell that you get another cast trigger. All this isn't even an issue however if Arjun, the Shifting Flame isn't on the battlefield. The commander is vital to making the deck function to anywhere near its optimal performance. I've since removed Possibility Storm from the deck, but it's still on the back burner whether or not to go back in.
Anyway the average CMC of the deck is super low to be able to get a ton of spells cast every turn to be able to dig. Or tutor for particular win cons. Between Gamble
+
Long-Term Plans
being able to find anything. Or certain tutors working as functional copies Niv-Mizzet, the Firemind
+
Sarkhan's Triumph
or Fabricate
+
Psychosis Crawler
on the battlefield. Another big component to get the deck to run amazingly well is Thought Reflection or Alhammarret's Archive at that point there should be nothing to stop you. There are plenty of counterspells to control the board, and even if you don't have one in your hand, just cast another instant. A solid pick is Oona's Grace with its retrace ability, to cycle your hand away with multiple casts till you get a counter. Just respond with another cast before the spell you want to counter regains priority until you get a Counterspell by any name.
If you do have most parts of the deck on the battlefield but haven't dug into a win con yet... Here's a piece of strategy. Suspend Greater Gargadon, suspending a card isn't casting the spell until all the time counters are removed. And it's a good thing to have an uncounterable sac outlet. The scenario could be losing your lab maniac and/or Obstinate Familiar to a Volcanic Fallout or some other uncounterable board wipe but you still have Arjun of the field and a Thought Reflection or Alhammarret's Archive with a hand more than half of your library... You won't be able to cast a spell without dying. Since the cast trigger cycling your hand away and drawing twice as many cards would kill you before you get the effect from the spell.
Another solid performing combo is Bosium Strip
+
Dream Halls
which can let you activate the strip, discard a spell that you want to play next that shares a color with the top card of your graveyard to cast it. You could cycle away your hand with minimal effort and for free. All the while getting cast triggers, while only dropping one card from your hand as far as what Arjun will puzzlebox away. This could lead to a possibility for players that want to make variations of this that could run storm combos. So possibilities for other additions can be Grapeshot + Aetherflux Reservoir before deciding to add the strip, I've had games where I cast triggered over a dozen spells on a turn, burning with Niv-Mizzet my opponents for over 80 damage. With an Aetherflux Reservoir on the board, if you cast 10 spells on a turn you'd gain 55 life, it can get absurd quickly after that in this deck. Something to consider, just as a thought. If you're down on your luck and somehow don't have a world of cards in your hand and need a big draw. Enter Wheel of Fate don't suspend it, cast it through alternative means with Dream Halls plus if you have the strip in play, you can choose the order your hand gets discarded. Just another aspect that makes this deck a unique challenge to run as effectively as possible.
Like I've said the deck does require a precise knowledge of stack manipulation and resolving triggers. But once you do get it, it's fun as hell to pilot. And like all U/R builds you gotta ask the people your playing against. " Izzet annoying yet?"