One of the primary factors that make this deck faster than most storm decks is we have access to many early game enablers that feed off eachother. This gives us the ability to win at any stage of the game with a minimal to nonexistant board presence. These lines to victory include:
1) Ad Nauseam+Fast Mana: This is the easiest path to victory as it will consistently win the game
if we resolve ad nauseam. We utilize an aggressive curve to maximize our ability to win durimg pur main phase. Ideally we want at least one floating mana to all but ensure victory but we can tap out for it and still win a fair share of games during our main phase assuming most of our net positive rocks are still in our library.
2) Dramatic Reversal+Isochron Scepter+3 mana worth nonland based permanent ramp. This is our most mana efficient combo at 4 mana (Or two mana with LED in hand), but unlike ad naus or engine it requires two specific combo pieces to go off.
3) Paradox Engine+Self replacing card+Nonland based ramp: This is harder to come by with more initial points of failure. To realistically get engine to the point where it is self sustaining you will usually need at least 3 mana worth of rocks/dorks in total with 1 that can tap for all colors. You also will need a cantrip or tutor that replaces itself after the initial untap to start producing mana and to (hopefully) draw into fuel. If we get stuck with nothing but interaction after the first few spells (which is relatively common scenario) a great way to get ahead on mana is to cast a removal spell (i.e nature's claim), then counter it (i.e. mental misstep) and then counter that spell (i.e pact of negation). Since engine untaps everything on CAST, not resolution, you will get to untap everything 3 times for one mana total. This will often allow you to activate Thrasios' draw ability until you get to the spell that will end the game. This engine win condition snowballs very quickly so if you manage to untap after casting it on an ad nauseam turn, its almost impossible to fizzle.
With Sensei's Divining Top+Thrasios, Triton Hero+Paradox Engine+5 mana worth of rocks/dorks you can draw your entire deck with the following sequence:
1) Tap Top to draw a card
2) Pay 4 to use Thrasios's ability to bring top to hand.
3) Cast Top to untap all your rocks/dorks with paradox engine.
4) Repeat steps 1-3 until you have drawn your deck.
This may sound like a lot, but it is suprisingly easy to pull off on turn 3-4 since once engine is in play, Thrasios can be put into play for "free" (often generating extra mana) and every 0-2 mana spell will almost always net you even more mana which can be used to dig for new cards with Thrasios. If you have Top in play, the combo becomes MUCH easier since you can double up on Top's draw ability by casting an instant in response (i.e Dark Ritual to its activation. This draws 2 cards instead of 1, thereby bringing top back to hand where it can be recast to trigger engine again. Voltaic Key can take Thrasios' place in the combo and only costs 2 mana worth of rock/dorks to draw the deck. Aside from the obvious combo cards, there are many ways to win with Engine. For instance, Dunadain has won by looping Regrowth and Noxious Revival with Thrasios' ability.
4) Yawgmoth's Will+Lion's Eye Diamond, rituals, and tutors: Usually we want another ritual (i.e Dark Ritual), Ad Naus or a card like Demonic Tutor/Dark Petition.
This line is fairly difficult to describe in typical situations so I will simply describe the first game where I realized the potential of yawgwin and LED. I was playing in a 4 player pod and I drew my second seven after using my free mulligan:
Lion's Eye Diamond, Mystical Tutor, Yawgmoth's Will, Pact of Negation, Nature's Claim, and two fetchlands. My initial thought was "Damn another shit hand." I did not want to go down to 6 and I had something to play on turn one and two so I kept the hand. I went first and drew my first card Tainted Pact. At first I was a bit irritated, and then in a flash of insight I came to the realization "shit I could win on my next turn." I played my fetchland and passed turn. Each of my opponents played a land and tapped out for a 1 drop spell (2 dorks and a mystic remora), so with the coast likely clear and a free counterspell to boot, I crack my fetchland for an Underground Sea and use Mystical Tutor to topdeck Dark Ritual.
Turn 2: Play my second fetchland, Play LED, Tap Sea to play dark ritual. Use my BBB to cast Yawgmoth's Will hold priority crack LED before yawgwin resolves, put BBB in my mana pool. From my graveyard I cast ritual from my graveyard to go to BBBBB then play and crack LED to go to BBBBBUUU and one untapped land. Yeah thats 9 mana...I then proceed to topdeck Ad Nauseam with Mystical Tutor, "draw" it with Tainted Pact then cast it with one untapped land available. Now this deck is built to win off a main phase ad nauseam, but I was kind of a newb and despite drawing into enough cards to produce 7 mana post ad naus I never did get the cards necessary to play engine or dramatic scepter. I ended up fizzling and rewarded my Mystic Remora opponent with 19 cards of a first turn U spell.
While that particular attempt did not produce a turn 2 win it opened my eyes to the possible lines within my deck. The beauty of yawgwin & LED is that a number of different combinations of tutors and rituals can produce a similarly explosive start. As the game goes on, this path to victory gets much stronger. Worst case scenario you pay for 2 Black Lotus and the ability to play every card from your hand and graveyard for the rest of the turn.
5) Necropotence: This is our worst early game enabler due to its restrictions. However, it is cheap enough that we can usually play it very early and/or float mana for Nature's Claim or Chain of Vapor to have access to the cards we discard the following turn for a massive Yawgmoth's Will. The addition of Dark Petition makes this a far more viable path to victory.
6) Mystic Remora: This is easily the second best card in cEDH behind ad naus. It does not win the game immediately but the amount of cards this enchantment can draw in the early game is incredible. Dropping this card on turn one and farming the table for a couple turns can put you so far ahead you will be very hard to stop.