Playing Ad Nauseam is key to most storm lines (though doing storm without it feels pretty sweet). The hardest part of playing Naus, is knowing when to play it. Generally, you don't want to cast AN at a life total lower than approximately 27. This is flexible depending upon the state of things, but in general, it's a decent rule of thumb. Also, on resolving AN, stopping around 10 life is usually correct unless you have no clear line to victory at that point.
In Dralnu, I have found that the success of main phase Ad Naus is incredibly slim in comparison to Jeleva or Zur (Zur can't whiff with
Angel's Grace
). Thus, in most cases, I advise Nausing at the person-to-your-right's endstep. While you can win via main phase AN, the percentage of wins I've had with MPN is much less than that of the other option.
Holding up interaction to protect AN is usually ideal, but use your tells. If another player's spell was just countered, you might have a better chance of resolving AN and might be able to go for an unprotected draw 20 cards.
Key Cards for Infinite Lines
The infinite combos that exist in the deck are
Dramatic Reversal
+
Isochron Scepter
and Isochron Scepter + a non instant counter + Paradox Engine. Getting any of these cards is key, so tutors are usually crucial to assembling the combo as are mana rocks that together produce 3 mana (sometimes producing only 2 is okay; more on this later).
Muddle the Mixture
is a card worth mentioning here as it may be overlooked as an interaction spell, but it tutors for half your combo in these circumstances.
While they rely on similar cards, the two combos are actually very different in how they play out. We'll start with the IsoRev combo. With Iso Rev, you would prefer to have an outlet, like Dralnu, Pull from Tomorrow, Aetherflux Reservoir, or, my personal favorite
Mind's Desire
. Dralnu offers repeated utility to eventually get enough spells together to win the game (it's hand and gy dependent, so we won't go into it here). Pull and MD allow you to draw your entire deck, allowing you to then win with Fishbowl or Lab Man (generally, starting with Fishbowl is safer, but if you've drawn your deck, safety is usually irrelevant). Aetherflux is, of course, but it's one you'd usually only cast if you had it in hand (if I'm tutoring for one, it's Mind's Desire because it's much harder to counter). Having Fishbowl as an outlet is a scenario in which 2 mana in mana rocks will suffice, however, which makes it the most efficient outlet.
Key Cards for Noninfinite Lines
For noninfinite lines, the key issues to resolve are getting enough mana and having an outlet. Let's start with mana.
High Tide
, Dramatic Reversal, mana positive rocks (
Mana Vault
,
Mox Diamond
, etc), and Rituals are cards to keep an eye out for. With High Tide, you generally want to have ways of untapping your islands (
Snap
,
Frantic Search
,
Candelabra of Tawnos
) in order to generate the most mana. Helm of Awakening is pretty straightforward. Dramatic Reversal is also pretty straightforward (unless you think you can find an infinite line, in which case, see the above paragraph; note: if you cast Dramatic Reversal, you cannot win via Iso/Rev unless you Twister into tutors). Mana Positive rocks are best alongside Helm, but they also partner well with
Hurkyl's Recall
and
Chain of Vapor
. These lines help to increase storm count for your outlets. Finally, Rituals are pretty self-explanatory, though note that there are only black-producing rituals in this deck; spending the mana produced by rituals wisely is crucial to playing them.
In terms of outlets, you're looking for Fishbowl, however, you don't always have a tutor for it, so other outlets include Mind's Desire,
Yawgmoth's Will
, and sometimes,
Timetwister
. With Aetherflux, the sooner you can get it out in a turn and still be able to storm off, the better. Managing mana to make that possible is sometimes a challenge, but gaining life faster is helpful to killing everyone with Fishbowl lasers. Mind's Desire is probably the best outlet in the deck, hence its inclusion as the only 6 cmc spell. Ideally, you fire MD when storm count is 15+, though at 10, it's still generally advisable if no other lines are available (another reason for low land count: less chance of whiffing of MD). From there, you usually hit some amount of card advantage, tutors, rocks, and sometimes Reservoir, and it's fairly easy to win. Yawg's Will is an outlet that allows you to recycle all of your spells cast throughout the game. It is particularly good with
Lion's Eye Diamond
(another card to look out for). Usually, at least 1 tutor will be in the graveyard that can find Fishbowl or whatever else you might need to win the game. Twister is one of the more desperate outlets, but if you've exhausted your hand and still cannot win, it can be an out to try to improve your chances. Of course, if you have
Notion Thief
, its value increases exponentially.