Obviously the damage of this deck comes from two sources.
1. Neurotoxin. Bang for the buck, this may be the deadliest combo in the game. It only has to hit once...it helps to hit early. Once it hits there's nothing left to do but hang on and ride out the game (that's what shields, shards and antimatter are for). There are three copies of the combo to get it early and to ensure Purify doesn't kill it. Against FGs, this isn't much of a concern. It's also worth noting that FGs play cards..a lot of them...they don't hold back against the Neuro Toxin, so a 35 or 40 points per turn is not rare.
2. Mindgate. This card is a lot of fun, sure, but it also has the serious advantage of making a player play their own deck. in the case of FGs, this is a great strategy as most are NOT equipped to defend against themselves.
3. Why no hourglass? With the change from Fire for Golems to time for Scorpions, hourglass became costly. This is a trade off that gets offset nicely with the Mindgate...if less controllably.
4. Blackhole: This is a nice finisher as it costs little and against multi-color decks boosts for EM quite nicely. i have had improved Miracle in this slot before as well as heal (and both) which was effective, but for sheer points to cost this is choice.
There you have it, small differences and a lot of fun.
The rest runs very much like CCYB, but these little differences have made this a riot to play and very successful for winning percentages.