This is not my original deck, and thanks to Eternal not saving conversations I can't remember who shared this with me.
I did make two changes from the original.
This is a draw-go deck that is very fun to play and has many lines of play if you can survive the first few turns.
This deck utilizes a lot of niche cards that only really work together.
This deck loses to itself more than the opponent, as it seems to have answers to every strategy.
Pay attention to what your opponent MIGHT be on, because giving them extra cards or power can backfire. (inferno Den)
You want to establish your power base, react (or don't) to whatever your opponent is doing, but survival is your only goal.
Do not try to get ahead, that is not what we are doing. When your opponent has exhausted their resources, and you (hopefully) haven't, you can play the ramp and card draw relics. Usually slamming Partnership Agreement helps you more than them, but I have had several games where they just nuke it before passing.
I added a single Wasteland Broker and Passage of Eons because relics seem to be a bigger issue for this deck for extra lines of play.
The deck previously ran 4 Shen-Ra Speaks but I lost many games because I never saw a second Time influence, so we are running one and hedging our bets against graveyard strategies.
Telekinetic Shackles is probably the most interesting card in the list, as it can shut down so many things for a turn. I almost prevented Means to an End from killing me, but they decked first.
Average games seem to be 12-15 turns if you don't lose immediately.
Good deck to play while enjoying your morning coffee.