Ok, so hear me out on this one. If you are not playing against control and the like; this is possible on turn 4.
This is the literal best outcome that I can come up with.
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Turns 1: Play a non-Lotus Field Land.
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Turns 2: Play another non-Lotus Field Land.
Optional (Optimal): Play at least one Serum Visions and/or Sleight of Hand in the first two turns.
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Turn 3: Float the two mana and sac both lands for Lotus Field. Since Lotus Field enters tapped it would be risky to try and go off as it often requires almost absurd amounts of luck. That's also assuming the opponent doesn't have any way to interfere with the plan.
Again, play another Serum Visions and/or Sleight of Hand and then pass turn.
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Turn 4: Tap Lotus Field for . Spend to cast Dream's Grip or Twiddle to untap Lotus Field. Then pay the remaining to cast Sea Gate Stormcaller. Tap Lotus Field again for another . Cast Ideas Unbound spliced with Psychic Puppetry*.
Note**: First you draw 3 then untap Lotus Field then immediately tap it again for another . Draw 3 more off the copied spell, then untap Lotus Field yet again.
Importants Show
*You go +4 in the hand with
floating and an untapped
Lotus Field to extend the combo. You have plenty of gas to dig for an
Underworld Breach and storm as needed to win. This, in itself, is essentially an auto-win.
**According to hyper geometric calculator the odds of getting the 7 card combo by turn 4 is roughly 0.7%.
Also, there are other ways to storm off. Another one is having a
Lotus Field by turn 4 and at least 2
Twiddle effects and an
Ideas Unbound &
Psychic Puppetry in hand and just digging for more draw power / Breach. Despite lacking a lot of swag, it's a lot more common of a finisher. In my testing though (roughly 50 games and 100 or so goldfishes), combos involving
Sea Gate Stormcaller tend to not fizzle as much. If anyone has played on Cockatrice (and knows how horrible the shuffling algorithm is), imagine the feeling of resolving a single
Ideas Unbound only to draw the other 3
Lotus Fields. That level of bullshit can happen, hence why it's important to get the most 'dig' out of your combos because mana is tight in this deck. At best - talking all potential cantrip and other plays, the math works out to about
per card drawn. So in the case of
Sea Gate Stormcaller, the ability to pay 5 to draw 6 is huge.