What we have here is none other than a fairly basic Mono-G 12-post deck. Goal is to ramp out to either Emrakul or one of her two besties by turn four or five, depending on things. It was initially based on John Kassari's Mono-G 12-poster, but I made some adjustments.
Deck description/logic is below:
CREATURES:
The Big Three:Emrakul, the Aeons Torn: The primary wincon. I suppose the other two, are also bigguns that win, but Emma is the one that closes out the game. That hardcast trigger is outstanding, of course.
Kozilek, Butcher of Truth: if Emma some how gets exiled or something, Kozi will do the trick. Plus that card draw is a very nice substitute if he gets countered or something.
Ulamog, the Infinite Gyre - If Koz and Emma have run away for some reason, Ula should do the trick!
The Janky Rogue Combo:
Dark Depths + Thespian's Stage
: Sure, it's not quite as game-ending as Emma, but it's generally an uncounterable, indestructible 20/20 flier, so it's a perfect secondary wincon. I've had the big three exiled before and my opponent couldn't see why I wasn't scooping. I played this combo the next turn and won. He wasn't happy.
The MVPS:Primeval Titan: These guys are great. Easy to cast beatsticks, sure, but more importantly, that land fetching is just absurd! Makes it pretty easy to get one of the big guys out quickly or to get Dark Depths going.
The Support:Oracle of Mul Daya: Sure, she's relatively puny, but that extra land each turn makes her one of the best supporting cards in the deck.
Dryad Arbor: Another weakling that understands its place and contributes to the team overall. Fetchable with Primetime or the Zenith. That T1 GSZ combo also helps put you ahead of things.
Ugin, the Spirit Dragon: Buys me time, spot removal, mass removal, you name it. Good card.
THE SPELLS:
All Is Dust: When everyone's just gots to go except for the big three.
Ancient Stirrings: Honestly, this guy is turning into my favorite card in the deck. It just grabs nearly anything in the deck. Saved me more times than I can count. Perfect for when Sensei's Divining Top can't dig any deeper.
Crop Rotation: Turns any land into a fetchland. Useful for upping my post-count.
Expedition Map: Fetches more land. Good stuff.
Amulet of Vigor: This REALLY speeds the deck up. Drop one T1 and make the rest of those cloudposts active when you put them down. In retrospect, a better choice than Magus of the Candelabra.
Green Sun's Zenith: Fetches a Primetime OR an Arbor. Either way ramps me like a mofo.
Sensei's Divining Top: Card draw and deck fixing. Drawing is nice, but damn if that deck fixing isn't the most useful thing about it. Love that it's legal in legacy!
THE LANDS:
Bojuka Bog: SCREW YOU, DREDGE!!!
Glacial Chasm: SCREW YOU, AGGRO!!!
Eye of Ugin: SCREW YOU, PROHIBITIVE MANA COSTS!!!
Windswept Heath: SCREW YOU, MANASCREW!
Forest: SCREW YOU BLUE!!!
Vesuva / Cloudpost / Glimmerpost : Kinda key to the deck, I think?
So that's the deck in a nutshell. I've got Pithing Needle and Elephant Grass in the sideboard to combat Wasteland or aggro. I plan on getting Karakas as well soon for the infinite turn combo with Emma, though it's not like you'd need it at that point. And, of course, I'll eventually get the Candelabra of Tawnos added in as well.
Let me know if I'm missing anything key!