I'm still tweaking the basic land slot and possibly the 4th remand slot.
So it is a Hive Mind/Possibility Storm deck. Emrakul gets cheated in with Zoetic Cavern morph. The big mana engine is Amulet/Summer Bloom. However, Amulet is fine without summer bloom. Turn 1/2 Amulet, bounce land into Prism gives you 5/6 mana on turn 3. Once you have explosive mana, then the fun begins.
The magic mana numbers to win are 6 (hard cast Hive Mind with pact), 8 (Possibility Storm with Morph), 9 (Hive Mind and transmute), 11 (hard cast Possibility Storm, transmute and morph). At 5, you can have a near win with Possibility Storm hard cast and draw/bounce/transmute into Caverns.
It's a lot of fun but the deck has a very steep learning curve because of all of the interactions. If you can figure out the interactions, the deck will do extremely well for a fringe deck.
For example -
Tolaria West --> Pact/Zoetic Cavern/Bounce Land.
Bounce Lands --> bounce Tolaria West or Zoetic Cavern or another bounce land to correct mana colors.
With Possibility Storm in play, all of your Pacts become free cantrips. The 16 instants are a combination of 11 counterspells (4 Remand, 3 Izzet, 4 Pact) or 9 drawing effects (Remand, Izzet, Telling Time). You play the percentages. The deck packs as much counter magic as other permission decks.
Pact of Titan/Remand = Cantrip.
With double Amulet, Emrakul can be hard cast on Summer Bloom.
Pros of Playing -
#1 - The deck wins out of nowhere both late game and early game. You can set up the win by turn 2.
#2 - Requires lots of thinking. There is a lot of synergy built into the deck. Everything interacts with each other for redundancy. Pacts become disposable for Possibility Storm (see above).
#3 - "Cheap" to build. No fetch lands. Pact of Negation is down to $8 so Grove is the only big ticket left, along with Emrakul. Remand is stupidly expensive though.
#4 - Frustrate your opponent since the deck is very non-intuitive and your opponent has to guess. Opponents also have lots of dead cards. Zero obvious creatures. No graveyard use except for flashback Looting. Minimal use of searching (2 Tolaria West). Resistant to Tectonic Edge as the deck can operate on 3 lands due to bouncing. Once Possibility Storm hits play, everything becomes erratic. With two distinct victory conditions, your opponent will have difficulty siding in correct hate.
#5 - Frustrate your opponent's win strategy. Opponents' life totals are almost irrelevant since they die to Pact or annihilation. In all of the games I've played, I've won with 4/4 Titan tokens exactly twice. It's always been Emrakul scoop or Hive Mind.
Cons of Playing -
#1 - Too much thinking involved. You need to know how Hive Mind and Possibility Storm interacts with everything, including stacking Pacts. The deck doesn't "misplay" as much as sub-optimal play. Without practice and knowing your opponent's deck, you can easily find yourself winning on turn 4/5 rather than 3/4. Knowing which hands to keep is a big deal as well.
#2 - Misfires. The deck is fairly consistent because it has 22 lands (7 of which bounce), 4 Amulets and 4 Prisms to support the mana base. That said, it's a combo deck so you can occasionally misfire and simply not draw what you want. You end up sitting there drawing dead. I used to have a dedicated Hive Mind deck and added in the 3 Storms/Emrakul to give it an alternate win condition. Now you have 7 combo outs.
#3 - Shuffle your deck thoroughly. The deck needs to be very randomized.
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