No "fast mana" in the form of rocks, however this deck can be quite explosive and competitive. To shore up the deficiency of lack of rocks, I have decided that Aura of Silence and Stony Silence would become mainstays of the deck. If I'm not playing them, neither are my opponents.

The main goal of the deck each game is to produce a ton of mana with Serra's Sanctum and Trade Routes and the extra land drops per turn and go crazy with that mana. This works for multiple aspects:

Words of Wind with some number of enchantress draw effects on the board and a cheap white enchantment means putting most (if not all) of each opponents' permanents back into their hand in one fell swoop. With Omniscience in play, any enchantment will do. Making Jenara, Asura of War super beefy in and taking someone down in one hit. Going bonkers with Luminarch Ascension, assuming you have it ready to go. Vomitting out a pile of tokens with Heliod, God of the Sun. This can also net you a good number of cards due to the constellation triggers from Eidolon of Blossoms. Drawing a ton of cards with Sphinx's Revelation. The life gain can be relevant too.

Another avenue of play is to try to cheat Omniscience into play with Academy Rector or huge mana from a Serra's Sanctum or Mirari's Wake and draw a good chunk of your deck with the enchantress draw effects which should give you the advantage necessary to win the game. This also can generate a good chunk of 4/4 Angel tokens with Sigil of the Empty Throne.

Last, but certainly not least, the all-time favorites of any enchantress-style deck: Aura Thief + Enchanted Evening OR Cleansing Meditation + Enchanted Evening. You pretty much lock in the win if you succeed with either of these.

As a strong mid-game "control" aspect, you will find the Crucible of Worlds and either Strip Mine or Wasteland and the multiple lands per turn effects can absolutely cripple a player and in some scenarios it can outright take them out of the game.

Any cards you see in the Maybeboard were either cut to get the deck down to 100 cards or were strongly considered and found to be unnecessary in my current meta. This current version is not playing any Fertile Ground-type cards but next time I re-visit the deck, it most likely will. For now I'm banking on the extra lands to get me there.

Anyone trying to make this ultra-competitive will notice the distinct lack of countermagic. It was a choice I made, and as with any choice, you are free to make your own.