A deck I built to force a tie game as quick as possible (Without looking up how others have done it).
This is the result, surprisingly, playing the cards in a slightly different order can also force you a win instead of a tie. Though a tie is the point of the deck.
The basic idea is to wrath of god all creatures off the board, and then play biorhythm.
Card breakdown:
4 Birds of paradise:
Simply mana fixing, cannon fodder. They're here because they're birds of paradise. Also can be dropped AFTER wrath of god but BEFORE biorhythm to turn your draw into a win.
4 Academy Rector:
Pivotal point of the deck. Killing my own academy Rector will allow me to cheat out omniscience, which kicks the combo off.
4 Omniscience:
Pretty important part of the deck, allows me to cast my wrath and bio for free, or if I don't have the correct cards, I can use one of the many tutors in the deck to find the cards I need (Or enter the infinite)
4 Flash:
This is the card that can allow for a turn 2. Simply play this on turn 2 targeting an academy Rector in your hand (Assuming you have one) And choose not to pay the mana cost. Sacrificing Academy Rector will trigger his death ability.
4 Mystical Tutor:
Much of the deck hinges on instants and sorceries, and to put them on the top for 1 mana at instant speed is insane.
4 Biorhythm:
The 'wincon'. Typically only cast this with no creatures on the board (for the tie) or just creatures on your side (for the win)
4 Demonic Tutor:
It's a cheap tutor... It looks for stuff... I like it.
4 Enter the infinite:
In the event that I drop omniscience but have no other parts of the combo (Bio, wrath and maybe an extra creature) I can just play this for free and hold my deck.
4 Wrath of God:
Also important. Biorhythm is virtually useless without this.
16 temples:
They scry. And what you draw is pivotal to this deck working well.
4 City of brass/mana confluence:
They tap for anything and enter untapped, the fact that they shock on each use is irrelevant given that the game should be over relatively quick.
Under perfect circumstances, the deck plays like this:
Turn 1:
Any land besides temple of plenty or temple of silence
Turn 2:
Any land that enters untapped (You can also play a bird on turn 1 to skip the Turn 2 land)
Then flash academy Rector, sarcificing it
Get omniscience
Enter the infinite
Play wrath of god
(Play a creature if you want to win)
Play biorhytyhm
This of course needs a REALLY good hand, but can be done.