["The best fights, are the ones not fought..."]
This deck is based around a concept that Magic has forgotten, the art of mill. Theros didn't do much for this concept, but its second part, Born of the Gods, managed to blow it back into reason. Let's start with the God of Mill, Phenax, God of Deception. His enchantment effect to allow any creature to tap and cause mill equal to its toughness... not power, but TOUGHNESS, is absolutely... for lack of a better word... godlike. Let's combine this with something like Wall of Frost who comes in at the cost of three mana with a whopping seven toughness. Two of those bad boys is already a potential 14 cards thrown away, but in the wise words of Billy Mayes, "BUT WAIT! THERE'S MORE!" Upon managing this, let's now cast, for one mana, Triton Tactics! Untap not one, but BOTH your Wall of Frost, boost their seven toughness to ten, and re-tap them again for an additional 20 cards... that's a 34 card mill potential alone, but thats just scratching the surface.
Let's look at another new ability introduced in Born of the Gods: Inspired. The two cards in this deck that use this are Aerie Worshippers and Arbiter of the Ideal. Not having to attack to put them in a tapped position, thanks to Phenax, God of Deception, one can use their Inspired ability without risk of combat damage. Aerie Worshippers can allow you to fill your field with bird enchantment creature tokens to chump block, or even join in the mill fest; while Arbiter of the Ideal can allow you to drop your upcoming permanents without paying their mana cost!
Now, that's all fine and dandy, but where are the REAL threats? Well, I am glad you asked. These fellas are just here to get the ball rolling. If you want to know who could be your most explosive win clause, look no further than Gatecrash's Duskmantle Guildmage and Consuming Aberration. Duskmantle Guildmage chimes in first for a cost of two mana to put onto the field; then, assuming a land drop isn't missed, he can start causing havoc. His ability for three mana to deal damage to a player for each card put into their graveyard that turn is painful. What? Not impressed? Perhaps I didn't explain enough. FROM ANYWHERE! Milling hurts, yes, but if you so much as even Duress them or they discard a card for any other reason, they will take additional damage from that as well. Now, with enough cards in their graveyard, you send out Consuming Aberration. His power will be more than formidable, but perhaps they have something you don't want blocking him. Remember, his toughness is just as strong as his power... meaning one flip sideways, whether its attacking, or just bowing before his master, Phenax, God of Deception, he will be doing boat loads of damage or mill.
If you missed mill and wasn't sure which route to go, I hope this helps out and if you have any suggestions, let me know!