The Chimera Combo
Fathom Mage + Archangel of Thune + Horizon Chimera = Nearly infinite card draw, life gain, and +1/+1 counters. The only limit? The number of cards in your deck.
This deck focuses on mana ramp and card advantage, trying to quickly assemble the combo and then overrun the opponent with Horizon Chimera (It has trample!).
The backup plan is to draw a bunch of cards, then discard them into your library, keeping the Psychic Spiral and casting it to empty the opponents library.
The decks components also work well together, making any pairing a powerful combination:
Horizon Chimera + Fathom MageThe weakest of the pairings. Whenever Fathom Mage evolves, you draw a card and gain 1 life. Not the best because you're already gaining 1 life when you draw your first card of the turn.
Fathom Mage + Archangel of ThuneA strong pairing. Whenever Archangel of Thune attacks or blocks, you get to draw a card in addition to the increasing life gain.
Archangel of Thune + Horizon ChimeraThe strongest of the pairings. At the beginning of your turn, you gain 1 life, and all your creatures get a +1/+1 counter. Even without assembling the combo, this can be a problem due to Horizon Chimera having trample.
Other cards:
Azorius Charm
- A versatile card. Your main choices are going to be 2 or 3 depending on the situation. Option 2 can activate Horizon Chimera's ability.
Sylvan Caryatid - Mana acceleration and a good early blocker. An overall good card.
Prophet of Kruphix - Amazing card. Being able to untap everything on your opponents turn can make it easier to play combo pieces when they least expect it. Also allows you to use your mana on your turn and still have enough mana to cast Shinx's revelation at the end of your opponent's turn.
Voyaging Satyr - A weaker form of mana acceleration. It can make for a cheap chump blocker later on.
Psychic Spiral - Backup plan. Also resets your combo if you need to go another round for some odd reason.
Give / Take - Give serves as a +3/+3 and draw three cards when combined with Fathom Mage. Take can pull +1/+1 counters created by both [Fathom Mage]] and Archangel of Thune for additional cards.
Sphinx's Revelation - Amazing card. Card advantage and life recovery all in one. Horizon Chimera gives you double life.
Cyclonic Rift - Late game win conditon. Overload and swing in for the win. Or just use it to get rid of a pesky enchantment, creature, or artifact.
Negate - Protects you from counter spells that could potentially ruin your combo.