Intro
This is hands down my favorite deck. Not because it wins all the time, although it does get a fair number of Ws at the kitchen table, but because it is so ridiculous and fun when it is popping off. The goal is to use Alaundo the Seer as many times in a turn as you can, and that is not limited to your turns only. The deck is full of cards that let you un-tap creatures and you use those to spam Alaundo the Seer's ability. The win con is making everyone at the table sleepy as you take your 20 min turns... So sleepy that they quit and go take a nap! You can also go for an empty deck win by drawing your whole deck with Laboratory Maniac or Jace, Wielder of Mysteries out... or swing for lethal. Those work too.
Draw
The draw in this deck is heavily reliant on your commander. There are three additional draw cards besides your commander, which is pretty freaking low, so draw with Alaundo the Seer. In addition, two of the three draw cards you have (Inspiring Refrain & Teferi's Ageless Insight) work best when used alongside Alaundo. Sylvan Library is the only pure draw card that does not require your commander to use to its full affect. Although Sylvan Library is in there less as a draw card and more to rearrange the top two cards of your deck so you can slightly more influence on which card you draw with your commander. So I take it back. All the draw cards work best in tandem with your commander, but if your in a pinch, you can use Sylvan Library on its own.
Mana
The mana in this deck is pretty straightforward. There are two mana creatures, which can help get you inf. mana using the combos listed below in the combo section. There are 28 lands. Special mention to Simic Growth Chamber which can also be used in some of the inf mana combos. You have one card that can help you search for land to play; Venture Forth. This card is part of the "Suspend Combo". Lastly, you have 7 mana rocks. Special mention to Gilded Lotus which can also be used in an inf. mana combo. Generally, you are not casting many cards using their mana cost, you are using Alaundo the Seer to exile them and then remove time counters and cast them for free.
Tutors
The tutors in this deck are purely for fun, not for combo searching, but I guess use them however you see fit. Most of them are creature search cards which I generally use to get a "Hitter" to my hand. There is also Mystical Tutor, which I will generally use to get either a "Control - Counter" card, or a "ExtraTurns" card.
Hitters
This section of card, consists of 13 creatures whom I love. They are fun and people hate them. Which means double fun. Once out, most of these cards will cause the table to turn on you, so be wary. Some of them such as, Jin-Gitaxias, Progress Tyrant or Nezahal, Primal Tide can combo with various cards you have, none of which are listed below, because they are not really meant as combo pieces. Just have fun and roll with it as they come.
Haste
Special mention to Lightning Greaves & Thousand-Year Elixir. These cards help the deck to pop off. With all the un-tapping monster abilities, being able to give those creatures haste and use them the turn they are played is a game changer. Lightening Grieves has a 0 equip cost and therefor can just be equipped to each new creature as it enters, to use their abilities and Thousand-Year Elixir is a universal static ability that allows for the same thing. Your other haste card (Swiftfoot Boots) is slightly less effective because of its 1 mana equip cost, but it is still very helpful if you don't have the other two yet.
Control
This deck has very few control cards, because your main goal is to push your own strategy and not hinder others as much. 5 of your 7 control cards are counters, just to avoid any mean stuff that your opponent might throw at you. The other two (Reality Strobe & Cyclical Evolution) are there because of the "Suspend Combo" mentioned in the combo section. They are fun, even not as part of the combo and can be useful, but their main use is as part of the combo.
Extra Turns
You have 3 cards in this deck that grant extra turns. Time Stretch grants 2! The extra turn cards are in the deck simply because they are fun. I've never cast one from my hand, I always exile them using Alaundo the Seer, but if you've got the mana you can cast them. There are just times when you almost have a combo or are one turn away from getting a hitter from exile and that extra turn can make all the difference.
Un-tap Cards
There are 6 sub categories in the Un-tap section of this deck. "0 - Cost", "1 - Cost", "1perTurn", "Every Turn", "Instant", and "Triggered". The "0 - Cost" & "1 - Cost" cards are generally "assistants" to help you trigger Alaundo the Seer multiple times per turn. The "Instant" & "1perTurn" cards are used for the same reason but are slightly less effective because they can only be used once (the instants) or only on your turn, like Kiora, Master of the Depths. The "EveryTurn" cards are what makes this deck so annoying. If you have Alaundo, a number of "0 - Cost" or "1 - Cost" cards out and a "Every Turn" card, then you can activate Alaundo's ability a good number of times on your opponents turns as well as your own. I cannot stress how upset this makes people. Lastly, are the "Triggered" cards. They allow for un-taps given some sort of trigger, which makes them extremely fun once the deck is rolling, because the trigger is generally something the deck is already doing well.
Combos
General Notes:
Every card used in these combos, is helpful for the deck on its own. This is not supposed to be a combo deck. The goal is to spam your commander, get our your hitters, and have fun. Combos are just a nice plus.
InfManaCombo:
Getting inf. mana in this deck is not too tricky. First you need one of two enchantments; either Pemmin's Aura or Freed from the Real. Second, you need one of the "Mana-Creature" cards or Gilded Lotus. Lastly, you need any of the cards from the "Untap - 0 Cost" section, such as Aphetto Alchemist or Seeker of Skybreak. Take note that Seeker of Skybreak only works in this combo if the mana card you have is a creature, artifacts will not work with Seeker. Every other card in the "Mana - Creatures" section will work with artifacts, it is only Seeker of Skybreak that is specific to creatures. The combo is pretty intuitive, but just in case heres some prerequisites and instructions. Prerequisites: Nothing has summoning sickness, you have attached your enchantment to your "Untap - 0 Cost" card, or you are floating enough extra mana to attach it, and you have at least 1 blue mana floating. Instructions: Tap your "Mana" card, producing 2 or more mana including one blue. Then tap your "Untap - 0 Cost" card in order to un-tap the mana rock. Then use your floating blue mana to trigger your enchantment, un-tapping the "Untap - 0 Cost" card. Rinse...repeat. Your net outcome should be positive mana production, resulting in infinite mana. Another special note, if you are using any of the "Untap - 0 Cost" cards besides Seeker of Skybreak, then you can also use Simic Growth Chamber as the mana source.
KakashiCombo aka UntapCombo:
This is called the Kakashi combo because he is the one, the only, COPY NINJA!... and i'm a bit of a dork. This one is very simple. You need Illusionist's Bracers attached to any of the cards from you "Untap - 0 Cost" section. Then every time you tap it to un-tap a target creature or card, you can target itself, copy it, and then use the copy to target another permanent or creature. This results in infinite un-taps which is especially useful if you have a mana producing card or Alaundo the Seer out. If you have out Alaundo and your combo is unimpeded, it's basically a win.
Kraken Combo:
This is the most specific combo in the whole deck, as it needs three specific cards as well as one of your "Mana -Creature" cards. The specific card combo is Alaundo the Seer + Teferi's Ageless Insight + Tolarian Kraken
. This combo is nice because, each card in it is very good for the deck on its own, so when you get it, its just a happy coincidence. Basically, with all the cards needed on the field, all you need to do is activate your "Mana - Creature" to float at least 2 mana. Then you can activate Alaundo, triggering two draws because of Teferi's Ageless insight. With Tolarian Kraken out, on each draw you can pay one mana to untap a creature, targeting Alaundo and your "Mana - Creature". Rinse...Repeat. This will result in inf. use of Alaundo and inf. draw.
Suspend Combo:
The suspend combo requires 5 cards to use, 2 of which are specific cards. Therefor this is one of the more complex combos in the deck, but so so fun when you pull it off. Firstly, you need your commander (Alaundo the Seer). Secondly, you need Chakram Retriever. Thirdly, you will need three of the four following cards in any combination: Cyclical Evolution, Reality Strobe, Inspiring Refrain, or Venture Forth. These cards have the ability to to "recycle" indefinitely and quickly using their own suspend abilities and Alaundo's ability to remove time counters. Think of their recycling ability as a three counter rotational use. They are played from the hand and exiled with three time counters. Every one of your upkeeps they lose a time counter, and in addition Alaundo's ability helps remove time counters. Once the time counters drop to 0 you can cast the card again. This process can easily be completed in a turn or less. If you can get the rotation so the three cards are staggered by one time counter (i.e., one card has one time counter, another has two, and the third has three) and you have your other two permanents, than you are all set up for the combo. You can use Alaundo or just start your turn to cast the card with one time counter on it. This will trigger Chakram Retriever which allows you to un-tap Alaundo. Then that card is put back in rotation. Then tap Alaundo to remove another time counter, to cast the second one in rotation, and so on and so forth. This results in infinite uses of your commander and eventually drawing your entire deck to win with Jace, Wielder of Mysteries or Laboratory Maniac.