This is a T&T deck who's goal is to diversify its combos. We use the most efficient combos and tutors to avoid whatever hate is expected and win as soon as possible.
The main combo is flash+hulk which gets volraths, sac outlet, and grand abolisher. Sac volraths to get Mike+Walking and ping everyone to death.
Note this is different from the usual win of flash hulk into optionally volraths+sac outlet + 2 cmc worth of creatures, like caustic, hapless, mana dork, grand abolisher into sac volraths getting hermit druid+deathrite+mogis's marauders, mill deck, revive lab man, draw card.
To compare the two options, my cmc of cards other than flash+hulk is 16 with 6 creatures, is awkward if you draw mike or if walking is in grave, and uses mike, walking, body double, volrath's, viscera seer, and carrion feeder. It also requires the ability to target each opponent with walking. It requires only 1 spell cast and the only tax that hits me are those on the initial flash. It also doesn't target target or cast any cards in my grave.
The other combo uses hermit druid, mogis's marauders, laboratory maniac, volrath's, viscera seer, a debatable carrion feeder and or body double, hapless researcher, and a dread return (omitting deathrite because that's an autoinclude in both lists). This is 7-9 includes with a cmc of 15-21, hit by rule of law effects, taxed harder, very all in, and is super clunky if you draw druid, lab man, marauders, or dread return. On the plus side you can just cast and play a hermit druid and hope it lives a turn, but 1, druid has to resolve and 2, druid has to sit through a round at the table without dying. If I did go this route, I'd probably include things like postmortem lunge to revive a dead druid and go off in the same turn, which allows for some other early combo options which are very relevant. That would probably mean also an include of cards like bloodghast and narcomoeba and take up several slots of its own, either removing other combos or decreasing ramp/lands/dig/tutors.
A big part of the appeal of this deck to me is that many of the combos come in at different angles. I don't want one piece of hate to make me lose because then I suddenly have to find an answer to that while everyone else gets to work on their own gameplans. As a result of this comparison, I've opted for the first hulk combo. I have tried both and I do believe that both have their own merits and are very similar in power, though, so please don't bite off my head lol.
The second combo is dramatic scepter combo. This easily goes off with thrasios into giant walking. 2 card combo that only requires artifact and optionally creature activations, nuff said.
The third is ad naus+angels grace. Ad naus is the best draw instant in this game and angel's has fringe uses for living one more turn or paying only a white for a pact of negation. Draw library, play moxen and crypt and sol ring -> dramatic scepter gets the win off of 0 mana left over post ad naus+angels.
Fourth is vizier+devoted druid. This combo is the one I'm really iffy about. I had aluren + recruiter into shrieking drake, parasitic strix, cavern harpy in before this one, but I didn't like how dead the each of these cards were on their own. Devoted is not an unplayable mana dork on its own and vizier is at worst a 2/1 that enables the enemy's combo somehow. That being said, vizier can still swing for tymna triggers and be sacced to things like diabolic intent and survival of the fittest, so I guess vanilla 2/1's for 2 aren't completely dead...? The main thing I dislike about this combo is it requires druid to be able to tap. Bleh. Also in this spot I've tried bomberman. Led can sometimes be useful on its own and salvagers is pretty much the same benefits as vizier only 2x more expensive. I didn't really like this combo because it relied on creature activations, artifact activations, graveyard, and if stopped you lost all of your gas (not game losing with our commanders for value, but still painful). Each card on it's own is kinda subpar.