It's the name of the combo piece and the deck, it's the Thousand-Year Storm. The deck is your typical storm deck. You play the game, you play the game some more, you play about a million spells in a single turn and win. As you might have guessed, Thousand-Year Storm is going to be one of the big cards in this, effectively doubling everything you do if you can get it to stick for one turn.
The deck actually has some ramp in the form of Izzet Locket, a mana rock that also lets you draw some stuff in a pinch. In certain cases then Runaway Steam-Kin can also ramp, though it tends to help immensely with the final combo and so you probably want to hold onto them if the opponent's deck is removal-heavy.
Though most of the main deck is dedicated to that final storm and getting to it as fast as possible, assorted cards in it exist for other purposes. Ral, Izzet Viceroy in the sideboard and Firemind's Research in the main both act as a combination of removal and card advantage, while Ionize is just there to counter spells and ruin days.
The main combo is made up of getting Thousand-Year Storm and a Runaway Steam-Kin or two onto the board (the deck runs Quasiduplicate largely for this purpose) with Goblin Electromancer
Notes Relating to Edits: I have no idea how many copies of Thousand-Year Storm the deck wants, so I'm going with 3 for now. If you think it should be more or less, let me know.