Trespasser's curse is the main win con of the deck. Once it is in play with a couple forbidden orchards, it become a draw-go clock that the opponent needs to get past.
Leaks and remands to keep the early game in check; terminate, thoughtseize, inquisition to lower the opponent's power levels, and allows you to live until turn 5,6,7+.
Cryptic command is usually only 3 slots in the deck, but since we are creating creatures with Forbidden Orchard, the extra fog n' draw can be very useful.
Between the incidental fetch/shock triggers, and the curse attrition triggers, your opponent is likely around 10 life at some point in the game. Once Cruel Ultimatum comes online, you deal 5 damage, use the next fetchland that you can muster to get Mystic Sanctuary, and put Ultimatum back on top for a second blow. If they are not dead by then, Curse makes it so that they cannot safely drop too many creatures down, and the 2 Creeping Tar Pits, or Snapcasters with a clear board, will let you
finish out the game.
The problem with the Curse decks is to have a repeatable condition for killing or neutralizing tokens, often is too high CMC (Silumgar Drifting Death, Curse of Death's Hold, etc) or the cmc is low, but the effect is much more narrow (illness in the ranks, Izzet Staticaster, etc.). The best solution was Ratchet Bomb for a long time, and it often helped with Infect decks, or fields littered with small artifacts, and it made for clutch moves. I've since moved it to the sideboard (or Engineered Explosives, but my wallet doesn't agree) in favour of one Jace, Architect of Thought, and two Olivia Voldaren.
Olivia seems great in this spot. If she lives after the turn she comes down, she starts pinging creatures and growing large. If you can sustain a turn with Primeval Titan on board, stealing it the next turn makes fetching out your orchards so much the better. Her low toughness makes for a good reason to side her out against burn, but it's possible to play her on 6 mana, so you can ping a creature with a bolt on the stack. If they bolt again, it's definitely worth the 2-for-1.
Some toolkits that made the cut are interesting. Pyroclasm over Anger of the Gods allows for the turn 2 Bolt-The-Bird, kill-the-infecter, murder-auntie-of-runes.
Tyrant's Scorn as a 1 of lets you kill something small of course, but the potential to block, bounce snapcaster, and reuse a spell in the grave, seems decent enough to include (vapor snag or similar cards to be considered in this slot). It can also bounce opponent creatures to gain one or 2 more curse triggers and delay death just long enough to stabilize.
Side Board:
Grim Lavamancer: Great for Humans, grindy control matchups where you need a bit more damage, combo-devotion, etc.
Thoughtsieze: for combo decks, control matchups, take inquisition out and put in against titan, or just run 6 discard against titan to slow it's 1-3 drops.
Countersquall: catch-all plus some damage for all current meta decks. Great to counter a summoner's pact, or bolt, or cryptic, etc. Might be too much mana in a M.Dispute meta.
Extirpate: Budget Surgical Extraction, but the split second is very useful in a lot of situations. Means you can kill certain cards in the graveyard with no chance for the opponent to respond to the spell.
Gutteral Response: Experimental sideboard tech. In a deck that runs 4 cryptic commands, leaving that one red mana open can get the blue-player opponent to run into your spell, and makes for easier mana management when casting Cryptic command with 5 mana on the field. Say you have a mountain, field of ruin, and 3 blue sources. You would not be able to Dispel and Cryptic in the same turn. Needs testing.
Quash: Delete opponent spell from the game, but make them tap for it also?? Seems good. Remove all summoner's pacts? Yes please. Remove all Cryptic Commands from their Mystic Sanctuary/bounce lock? Heck yea. (...needs testing :) )
Rakdos Charm: Weenie control, graveyard hate, artifact hate. 3 in 1 awesomeness.
Chandra, Torch of Defiance: Bring in vs control or Jund-ish matchups. Also can kill Urza if needed. Becomes an alternate win con.
Pithing Needle/Sorcerous Spyglass: Anti-Combo, Anti-Planeswalker.
Ratchet-Bomb: flexible tech for tokens and small CMC stuff. Kills your own Curses some games, but very useful for living. Infect does not fare well against this and some land destruction.
Alpine Moon: Great for all meta decks. Targets mystic sanctuary, bounce lands, field of the dead, valakut, inkmoth, blinkmoth, castles embreth, locthwain, vantress, man-lands.
Night of Soul's Betrayal: Token Killer, helps in combo situation with spike feeder (feeder cannot remove counters without dying, yagmoth combo gets shut down, can stop infect lands and creatures), not sure if SB verses humans yet, definitely loses ground there quickly, but stops most of the new drops (Champion, Lieutenant, etc.)
Against Matchups:
Pyroclasm can come out in many situations. Be wary of removing too many board wipes for your orchard lands.
Orchards and Curse could potentially come out of the main deck to 22 lands, but not advised with this list. Revising the sideboard to include 4 Delver of Secrets, 2 Gurmag, and a handful of bolts/spellsnare, etc, could make your deck more aggressive against grindy matchups, or low removal games.
More testing to understand how to sideboard is required here. Suggestions are welcome!!