The aim is to get Talir and Voda in play to set off a huge destiny chain. First we need at least 8 power, which we usually get with Mask. Then, get a Merchant in the void, play Talir, and Last Chance the Merchant to draw Voda with destiny. Alternatively, with 11 power you can play Talir then Merchant both from hand. Alhed will make your units huge, and you can finish off your opponent with Xenan Initiation on Talir.
Previous version:
Destiny combo
Tips:
You should usually redraw unless you have merchant or mask.
Its good to keep a sigil in hand so you have more undepleted powers.
Wait until your opponent isn't leaving up fast removal if you can afford to.
Play quickly on the turn you combo off.
If you are going to modify the deck, be careful not to add too many cards that don't get destiny from Talir or Voda, since it will make the combo fizzle more often. Currently, all the spells draw a card, so they don't interfere too much.
Another important feedback is to know when you have OTK and break the chain to win it straight away.
You should almost always go for the OTK while comboing off because you can't have your dudes exposed at the board. So you may consider to not combo off if your opponent does not have a dude himself on his board.
Anyway, regardless of how good it is it will probably be fixed soon because the combo is broken and uninteractive, so enjoy while it lasts.
I've never lost post-combo which is why I play this minimal win con version, maximizing the value of my cards pre-combo. I used to play venom rider in the main to beat unitless, but found it to be unnecessary. If they harsh rule then I just activate all my masks and kill them.
Alhed doesn't really do anything because he doubles the stats when you draw the unit, adding another Katra would make your board way bigger than Alhed. I've made my whole board 80/80+ with just 2 Katras.
Worldbearers seem reasonable as an alternate way to ramp.
Awesome deck still!
There are 15 cards without destiny and only the 4 temple scribes which draw an extra card, so the chain naturally stops every 7 cards on average or 14 cards if you start with a draw 2. Using merchants on destiny cards also prolongs the chain.