Main idea is to Nuke their lands. Pretty simple idea. If they have no lands, they can't play anything. It is a douche way to win, I know.
First step: Play Spreading Algae on your opponent's land.
Second step: Turn their land into a swamp.
Third step: Tap their swamp, destroying it.
Fourth step: Repeat.
Breakdown of the cards:
Mystic Compass. For one mana, you can tap it to make one of your opponent's land a swamp. This has two purposes. First, it makes your opponent's land a swamp and that messes with his mana base. It limits what your opponent can play. Second, it makes it to where you can put your Spreading Algae on his land.
Reef Shaman. He is brutal. Tap him to make one of your opponent's land a swamp. Same as Mystic Compass, but he is a creature, and it cost no mana to activate. Again, as with Compass, use Reef Shaman to turn their land into a swamp. It disrupts their mana base, and it allows Spreading Algae to be put on his land.
Copy Enchantment has two purposes here. To copy Spreading Algae (essentially making you have 7 copies of Spreading Algae in the deck). AND to copy Convincing Mirage. It is nasty with Spreading Algae. Put a Spreading Algae on your opponent's land. Then copy the Spreading Algae with Copy Enchantment and put Copy Enchantment on another opponent's land. Now, nuke their first land, and Copy Enchantment stays Spreading Algae even though the first Spreading Algae went to my hand. THEN nuke the second land with Copy Enchantment and it TOO goes back to your hand. Fun stuff.
Spreading Algae. Is the main card in the deck. It is used to destroy their lands. Can only be played on Swamps...that is where Reef Shaman, Convincing Mirage, and Mystic Compass comes into play. Use them to turn your opponent's lands into swamp types. Then cast Spreading Algae on them.
Dizzy Spell. Another card with 2 purposes. No crap, if you can make it where cards in your deck serve more than 1 purpose, then you are doing something right. It can be used to reduce an attacking creature's power. That can help reduce the damage you receive and make it to where the attacking creature can be blocked without harming your own creature. But it's second purpose is the important one: it searches for Spreading Algae. If you don't have Spreading Algae, you will lose the game. Dizzy Spell, for 3 mana, puts Spreading Algae into your hand.
Dream's Grip also has 2 purposes. You can pay 2 mana and tap one permanent AND untap another permanent. Of course you are going to be wanting to tap their enchanted land, destroying it. But also check out Reef Shaman. Look at the combo there!! Looks like this: Have Reef Shaman out on the board, and Dream's Grip and Spreading Algae in your hand:
1) Tap Reef Shaman to make their mountain a swamp.
2) Cast Spreading Algae on their mountain/swamp.
3) Pay 2 mana to cast Dream's Grip. First, destroy their swamp (tap one permanent). Secondly, Untap the Reef Shaman (untap one permanent).
4) Retap Reef Shaman and put Spreading Algae (it goes back to your hand every time a land is destroyed) back onto ANOTHER land.
Mind Games. Another card with 2 purposes. Tap creature, artifact, or land. Same principle. Use it to tap an enchanted land. But also it used to tap their creatures, preventing damage. It has buyback. So, for 4 mana, each turn, you can keep tapping their lands over and over and over.
Temporal Spring. Another card with 2 purposes. You spending all of this time trying to destroy their lands...your opponent will still eventually get out a big threat, that can win them the game. That is where Temporal Spring comes into play. It lets you return any permanent on top of someone's deck. So, they have a 5/5 creature with flying coming at you, simply bounce it to their library. Hopefully, you will destroy enough lands that they won't have the mana to recast the 5/5 creature. The second purpose, it can bounce your stuff too!!!! So, if they try to nuke your Reef Shaman, or the Mystic Compass, or your Spreading Algae...just bounce it to your hand!