This is the record that I'll be updating with any card changes or upgrades.
This is a shameless combo deck with a huge "oops, I win" factor. The number of possible unbound interactions is rather large but the backup plan of attacking with Mind's Eye is mediocre. It's competitive but it's there's some extremely good hate for it.
Now I'm all curious.
As to this list, it's been sitting on my table since a little before Staff of Domination got banned. Hell, that was before the Eldrazi even. I had a lot of fun with it though. It, quite fairly, got a reputation for being able to win out of nowhere after it was presumed to be wiped out, or hitting someone for 1500 with a Gilded Lotus because people forgot about the Umbral Mantle that had been sitting there forever.
There's definitely some new toys for it recently. Kuldotha Forgemaster, Blightsteel Colossus, Spine of Ish Sah, and Mirrorworks all could be used, and that's just MBS. Of particular note there is the interaction between Spine, Sculpting Steel (copying spine) and Krark-Clan Ironworks for the 1: Vindicate.
A, dare I say, comprehensive list of combos in the deck? That is a pretty tall order. The deck is almost entirely combo pieces, with a minimum of utility, with special attention to pieces that have multiple possible interactions. Generally you assemble some infinite mana engine, get a piece that makes use of that, and win on the spot. Sometimes those outlets are subtle. There's enough possibilities that's it's more about seeing what you can make than just listing them out.
Major cards to look at though:
Voltaic Construct is the most easily used on account of Karn's ability. ~ + anything that taps for 3+ and you're most the way there.
Salvaging Station is remarkably efficient as a recovery/CA tool. If 8 things die at once, you get 8 untap triggers, and can return/sac/draw for each of those triggers with a Phyrexian Furnace or some such. Of particular note is how Karn can make something a creature so that it'll untap the Station when it dies so that the Station can immediately return it. Ashnod's Altar almost got in on account of this, and honestly should probably find a spot anyway.
Rings of Brighthearth is a scary card. This deck is so focused on activated abilities that it takes anything you do up a step. It also has it's own combos and with Deserted Temple, Voltaic Key, or Clock of Omens it's completely over the top.
On dealing with Aura of Silence (and Vedalken Heretic, Trygon Predator, Ruination...), well, it's effective. This deck is strong but vulnerable to such hate. Sometimes you just have to wait it out and play the politics to keep from dying. Having AiDs can help, but it is costly. If they give you too much time you can combo off under an Aura of Silence but it is difficult.
If you have any other questions feel free to shoot me a PM.
Would it be feasible to get a list of the combos and how they work?
Would you mind giving a brief rundown on how the deck plays in multiplayer (if possible)?
Thanks for your help, I greatly appreciate it!
PS: I almost forgot! How do you deal with Aura of Silence? It has repeatedly screwed me before...