Ah, Splinter Twin . A card that has "combo me" written all over it. There's a few infinite mana tricks you can pull off with this card, as well as an infinite landfall trick, but why do something quick and final when you can drag out the game without giving your opponent a chance to play?
Today's combo involves three cards:
As long as you have 5 mana, you're good to go. First the wall goes down, then you enchant with Splinter Twin, then you cast Time Warp. Tapping the wall for Splinter Twin allows you to retreive Time Warp from your graveyard, and you can cast Time Warp next turn, and every other turn from now on. Sure, it might take awhile to work up enough other stuff to take your opponent out, but you're playing by yourself, so the result is pretty much determined.
The two things that will ruin this combo are removal on your wall and counters on your Time Warp. As long as Mnemonic Wall stays in play, even a counter on one Time Warp isn't necessarily game over. You can always retrieve it next turn and play it again. A Crab Umbra on your wall will go a long way towards keeping it around, and can serve as a way to get another use out of Splinter Twin once you have enough mana.
Of course, these combo pieces are fairly expensive. You need to survive long enough to cast Mnemonic Wall, then Splinter Twin, then Time Warp. How you do this depends on your play style. You could go defenseive with early drops like Kraken Hatchling , accelerate your mana with Spawning breath , Brood Birthing , and/or Everflowing Chalice , or play the bounce/counter game with Unsummon and Essence Scatter .
Then you're going to want a late drop that you can win with. Sphinx of Jwar Isle comes to mind, but any flying creature with decent power will do. Even Dormant Gomazoa combos well since it will untap every time you cast Time Warp on yourself.