CD manipulation. Mid/late-game. Combo/card synergy-centric. Sparse deck.
There's no end game (OTK) combo per say; assessing the situation is required up untill the very last turn.
Since it's a sparse deck, it's going to be more difficult to play than a regular (dense) deck. However, because of it's potential, I believe, makes it worthwhile.
Can be played in ranking, but doesn't get that competitive yet.
Weakness: low late-game damage output and no destruction cards
(next iteration will attempt to fix this)
How to play: ramp first. You should be able to get to 2,2,2 relatively easy without dying. It's all judgement call after that. Ideally, try to minimize idol damge without slow down.
*This deck is my attempt to go beyond mono-resource and splash deck in a competitive setting.