A re-design of the allmighty temur eternal command list, that struggles to put up results recently due to the overwhelming amount of targeted hate everybody is running. Featuring a comboluted combo-kill starring all time favourite Baral's Expertise. In order to execute the combo, you need 10 lands, two Aether Vial at 4 counters each, 2 Archaeomancer and a Time Warp. At that point, you cast the Time Warp, then vial in one of your mancers and get it back, then recast it (two turns in the reserve). In your next turn, you vial in the other Archaeomancer and get back the Time Warp, then you cast Baral's Expertise, bouncing the two mancers. Then we vial both mancers in and get back the two oter combo cards, then cast time warp. By repeating this loop, we get to take infinite turns, and then we just win with Faerie Conclave. If the land has already been destroyed because our opponent is some kind of monster, we can bounce all of his stuff with the expertise (because we only need to bounce two things for the combo), and beat him down with a Kefnet the Mindful.
Naturally, this deck would be prey to the aggresive decks of the format. However, the addition of Plumeveil inclines the match in our favour, as a 4/4 flying body can single handedly take care of every single aggresive threat in the format. And of course, in any agressive matchup, casting a Baral's Expertise bouncing three of their beaters and dropping a plumeveil on the field can be totally devastating.
Against big mana decks, like eldrazi tron or scapeshift, we just stablish the soft lock. We can do this by buying a lot of time with Spreading Seas and Tectonic Edge. Of course, we are naturally resilient to Chalice of the Void because no sane person would ever set it to 4.
I'm still worried about the burn matchup, and I have been thinking about splashing green for 4 copies of Life Goes On out of the sideboard, a card that instantly wrecks burn.
Of course, this wouldn't be a true eternal command list without a legitimate win condition that can actually take over a game. Where the temur and sultai versions have Tarmogoyf, we have Vedalken Shackles, which of course will be devastating against any fair creature decks. Against combo opponents (those filthy dumb players who don't understand the pleasure of bashing Siege Rhinos and Tarmogoyfs against one another), we just have the soft lock of Cryptic Command, Archaeomancer and an Aether Vial at four, and of course, the always present threat of comboing them off.
As for the sideboard choices, I suppose that to the untrained eye, they may seem a bit random, but they are all well-thought. In the first place, we have the ability to bring our anti-criatures plan to the next level by siding in sower of temptations and Entrancing Melody. As for the 4-1 split in favour of sower, I understand that melody is superior to sower in almost any situation, but I can't resist bringing back everyone's favourite faerie from the depths of 2008. Next we have the opts; I usually board them in whenever I feel I'm in the bad side of variance, so basically always. They prevent you from flooding out and losing to crap like Leonin Arbiter beats for 10 turns, or so they say, in any case, siding them in gives you the right to rage in the unfathomable situation where you lose to variance.
Next, we have 4 copies of Panharmonicon, which may seem odd, as the card DOESN'T DO ANYTHING AT ALL. However, people have a tendency to destroy it, so we board it in to bait artifact destruction, granting our Aether Vial remains untouched. And to round everything up, we have our mandatory graveyard hate, in the right quantity to never draw it in time and loose horribly because of it, but hey, gotta be weary of dredge.