This deck is a version of Scapeshift that plays a less controlling route in exchange for a longer and more grindy mid range deck. The deck runs a plethora of value spells that ramp your mana, cycle, and protect your combo. The main point of this deck is to ramp up to 6 lands while having Prismatic Omen in play and Scapeshifting for Valakut and 5 other lands. Since every land, including Valakut are Mountains from Omen, you can do 18 damage on turn 4 and 5 consistently.
Although this is a Scapeshift deck, it differs a bit from the popular lists that are a more controlling version, playing heavy amount of counterspells and card draw to make it to late game and eventually just cast a Scapeshift with counter magic up. The problem with the control version is that it is all in on the combo aspect of the deck, which makes it extremely fragile to hand disruption and land destruction.
This version of the deck has more of a mid range feel to it while also playing cards that offer different routes to victory. This makes the deck a little more resilient to disruption.
The deck attacks from a few very different angles in the main deck, and can almost completely transform from the side in certain match-ups. Playing 4 Valakut Mainboard means that we more naturally draw into into them on curve. In some cases you may have a board stall and have a Valakut in play with an active Prismatic Omen and just start doming an opponent for 3 each turn if the game goes long enough. Alonside a plethora of ramp spell, even a Sakura-Tribe Elder turns into a Lightning Bolt (or two!) on a stick, which provides a notable clock to opponents.
There are a few niche cards that absolutely offer the deck a different way of taking control of games and grinding an opponent down. We can now go over the different routes that are built into the deck to kill opponents in different ways.
Scapeshift: In some match-ups that have very little along the lines of permission or hand disruption (although that's not many) you can just win the game playing ramp spells into Scapeshift naturally. In a format riddled with Fetchlands, Shocks, and built in life loss, nugging you opponent for 18 on turn 4-5 is a pretty common route to victory. In the more controlling matchups you can grind to a bit higher of a land count and hold up Izzet Charm or Remand mana to ensure a combo kill. Especially in this deck with Prismatic Omen, you can even have an explosive combo kill out of nowhere at any point in the game, and a lot of decks can't answer a Scapeshift during the mid to late game.
Primeval Titan: Ah, yes. The big man himself. I can't even begin to tell you how excited I was when I saw how good he was. Originally he was only a 1-of in the side, but once I started bringing him in and watching him absolutely take over a game, I knew finding room for it main-deck was worth it. Primetime gives you a lot of things all in one package. It gives you a huge body with Trample that most decks are just like "Yea ok I just lose to that." It ramps and fixes your mana so that any further Scapeshifts become more devastating or helps you set up into disgusting Valakut plays. Often times, you draw Primeval Titan with a Valakut naturally in play and get to pile on the triggers. Primetime also lets you get a variety of lands in the deck that offer specific utility and dimensions to the deck. Most of the time you are either getting two mountains to trigger Valakut, or you're getting 2 Valakut to set up a kill the next turn, or even that turn if you happen to have a Prismatic Omen in play. The meiser Kessig Wolf Run can be fetched and turn something like a lowly Sakura Tribe Elder into a trampling force that forces an enemy to deal with it.
Kiora, the Crashing Wave: Now it may seem weird, but I am such a huge fan of this card and I feel like this could be the perfect shell for her to do some work in. Kiora has the potential to come down on turn 3 and start ticking up. Against a lot of decks that only have one threat at this time, she can blindly tick up and offer a real threat to ultimate. I think that almost all decks end up losing to a 9/9 Kraken each turn. She can also just eat enemy damage from creature decks, even eating a Lightning Bolt saves you 3 life. She hasn't been 100% tested, but I feel like she helps in a combo deck which means: She offer an alternate win condition if not answered at times, she helps you negate damage and survive early game to assemble your combo, and she provides a card drawing/ramp ability. I'd say there's enough evidence to at least give her a shot in the main and in the games where she is just god awful, you can board in proper answers.
Natural Grind: As stated before, this deck has some serious potential to just throw down a Prismatic Omen and naturally draw into Valakuts to slowly dome your opponent. Once in this situation, you turn fetch lands into 6 damage, Elders and other ramp spells into 3 damage. This also provides a mean to clearing pesky creatures that are clogging the board.
Overall, the deck is insanely fun to play. As a combo player, there is nothing I dislike more than playing a fragile combo deck and just losing to one card a lot of the time. This shell adds a few different dimensions to the deck that give you a better game against the overall pack of modern played decks. The deck has cards that function as valuable pieces by themselves as well as having the potential to add/synergize with your combo as well.
The sideboard is a work in progress, although I like the direction it's going. It allows your deck to transform into a completely different style in certain match-ups while having cards that are versatile in multiple scenarios. Of course I am not perfect, and although I know a large amount about the card pool in modern, there are always cards that are under looked, underrated, or just not popping into my head that could give the deck an extra edge/answer.