DESCRIPTION
this deck began as a mill control deck, but after several months of on and off wins and loses, i began to desire something slightly more powerful. this deck can win games as early as turn 4, and can recover from creature removal late game, with creatures like consuming aberration to overpower the opponent(s) and ultimately win the game.
for a turn 4 win:
turn 1: deathrite shaman
turn 2: breaking entering (breaking), {tap deathrite shaman for blue mana} jaces phantasm
turn 3: breaking entering (breaking), attack with jaces phantasm for 5, essence harvest
turn 4: snapcaster mage, {tap deathrite shaman for blue or black mana} flashback essence harvest (or simply play a 2nd essence harvest), attack for critical damage with jaces phantasm.
this is a low-chance draw, simply because you rely on the opening hand, and multiple draw steps after that. in actuality, the minimum amount of cards to pull this off would be 4 lands+2 essence harvests+1 jaces phantasm+1 deathrite shaman+2 breaking entering=10 cards total. this combo could only be achieved (assuming there is no turn-1 draw step) with 7 cards in a starting hand, and the necessary cards drawn in 3 consecutive turns. the likelihood of which is very slim.
however, as stated previously, this combination of cards is not the only way to win. one could simply swing over two more turns with the jaces phantasm, or win on turn 5 by playing 2 jaces phantasms by the 3rd turn and swinging for 5+10+10=25 damage on turns 3, 4, and 5. if jaces phantasms are not an option for any reason, consuming aberrations offer an excellent way to either attack or essence harvest your way into a victory.