Lands
Basic Lands: Necessary for most ramp spells.
Alchemist's Refuge: I'm a big fan of instant speed. This enables instant speed Avenger of Zendikar, boardwipes, Mizzix's Mastery, etc.
Breeding Pool, Cinder Glade, Hallowed Fountain, Prairie Stream, Sacred Foundry, Steam Vents, Stomping Ground,and Temple Garden: All of these have basic land types which is useful for ramp spells to dig out. (ex. Farseek,
etc.)
Evolving Wilds and Terramorphic Expanse: Mana fixing is necessary in four color decks. It's also a great way to trigger landfall.
Jungle Shrine, Command Tower, Lumbering Falls, Rootbound Crag, Seaside Citadel, and Temple of Epiphany: Multi-color lands.
Desolate Lighthouse: This deck is looking for just a couple cards to combo off. Also, throwing cards in the graveyard for Mizzix's Mastery isn't a bad choice.
Reliquary Tower: This deck draws a lot of cards. I fetch this land out fairly frequently.
Kessig Wolf Run: Maybe the most important utiltiy land. Comboing off with Sphinx-Bone Wand and Mizzix's Master/Epic Expirement are the main goals of the deck, but if those fail, killing players with commander damage with Kessig Wolf Run is a great back up plan.
Creatures
Kynaios and Tiro of Meletis: The commander. These guys have a giant butt, which is great for early game blocking. They're ability seemingly helps your opponents, but it helps us more. Being able to draw is good enough, but playing land is even better. I use these two as a way to curb early aggression and dig and ramp more early. They aren't around much in the mid game, but late game I'll cast them again for commander damage wins as needed.
Archaeomancer: Great utility creature. Any instant or sorcery that isn't ramp is normally a good target. I personally hit removal mostly.
Avenger of Zendikar: A win condition if unanswered. This deck drops a lot of lands and can drop many in one turn. Flashing this creature in with Alchemist's Refuge or Vedalken Orrery is very strong and potentially can win the game.
Courser of Kruphix: This is a nice one for land drops, a little life gain, and for Kynaios and Tiro to set up draws.
Eternal Dragon: This card does some great mana fixing with all the basic land types in the deck. Eternal Dragon can grab any land that has Plain in the subtype. Also not a bad beater and/or blocker for late game. This card has saved me many times.
Goblin Dark-Dwellers: Poor man's Snapcaster Mage. This card is primarily used for the spell recursion than for the 3/3 body. Good targets are removal spells or cheap ramp in the early game.
Guttersnipe: A secondary (and cheaper) Sphinx-Bone Wand. This card is value with all the spells that are cast.
Hypersonic Dragon: Most of the spells in this deck are sorcery speed. This allows you to ramp or play boardwipes at instant speed. This card is on the chopping block currently.
Sylvan Awakening: Sometimes you can't keep Sphinx Bone Wand to stick long enough to win. Sometimes, in those situations, you just need to turn all your lands into creatures and whack everyone to death. This also is a great way to untap your lands for more spells if you do keep Sphinx Bone Wand around.
Knight of the Reliquary: I'm testing this card out. It's a great enabler for mana fixing and fetching Alchemist's Refuge and Kessig Wolf Run. Also enables Landfall triggers at instant speed.
Mina and Denn, Wildborn: Sometimes you have drawn a ton of cards and need to play the lands. Other times you need to enable Landfall. And other times you just need trample.
Nivix Guildmage: Getting double value from ramp spells is amazing. I play this card fairly early and, with all the ramp, you can get an extra four mana to double the rest of your spells pretty easily. Also, the loot ability is really nice.
Omnath, Locus of Rage: The creature that inspired the deck. This card is a great rattlesnake for boardwipes. Pop out a bunch of elementals, swing with them, and when the board inevitably gets wiped, bolt face. He's a little bit spendy mana-wise, but hit a few Landfall triggers and he's well worth it.
Prime Speaker Zegana: Drawing cards is very strong in this deck. Prime Speaker draws me around five cards every time I play her in this deck.
Rampaging Baloths: Mini Omnath. Landfall triggers are strong in this deck.
Rubblehulk: A great secondary win condition. I have killed many players with commander damage because of the unforseen Rubblehulk buff to either my commander or another players seemingly non-lethal commander attack. Great combat trick.
Ulvenwald Hydra: At the very least it searches up Alchemist's Refuge, Kessig Wolf Run, or a land that fixes your mana. But more than likely it hits face for a lot of damage. I have one games beating players down with a giant Ulvenwald Hydra as well.
Young Pyromancer: A big bonus to casting spells is creating elemental tokens for Omnath or get bolt triggers from. Great way to create blockers for aggro decks as well.
Instants
Beast Within: Best green removal spell. Works well with Goblin Dark-Dwellers.
Boros Charm: This is one of those situational cards that end up saving your life. This deck is prone to Armageddon and other forms of Mass Land Destruction. But Boros Charm will save your bacon and win you the game in those moments. There are a couple Armageddon players in my playgroup and playing Boros Charm in response to the Armageddon has won me multiple games. You can easily swap this card out based on your meta, but it's a great one for mine.
Capsize: This card is dumb on its own, but with Guttersnipe and/or Sphinx-Bone Wand, it wins games. Bouncing opponents lands is not a bad choice with all the times you get to cast this card on end step.
Congregation at Dawn: There aren't many creatures in this deck, but getting key creatures is a big deal. Common finds for me are Rubblehulk, Prime Speaker Zagana, and Archaeomancer.
Cyclonic Rift: I could go on for a long time about how good this card is, but I think everyone knows already so I won't waste your time. Common times to cast are protection against other boards or to clear the path for lethal swings with plant tokens from Avenger of Zendikar.
Fact or Fiction: One of my pet cards, but great for card draw in this deck. This deck doesn't mind having cards in the graveyard, so it's a win-win most the time.
Harrow: Instant speed ramp and Landfall enabler. Also great for fixing mana.
Mystic Confluence: Most of the time this is a "draw three" spell, but bouncing a creature isn't too bad either. Bouncing Archaeomancer is pretty good with this card as it'll allow you to get Mystic Confluence back from the graveyard.
Oblation: Great removal. Not much else to say on this one.
Sphinx's Revelation: This card makes lots of mana and likes to play at instant speed most the game. Casting a huge Sphinx's Revelation is game changing (and feels very good).
Swords to Plowshares: Another staple removal card.
Sylvan Reclamation: Basic Landcycling is pretty good early, but exiling two artifacts or enchantments is clutch. My meta runs a lot of infinite combos that are based on artifacts (basalt monolith, rings of brighthearth, Krark-Clan Ironworks, etc.) and Sylvan Reclamation just wrecks those combos.
Sorceries
Collective Voyage: A great ramp card, but helps your opponents as well. This card is tricky sometimes, but remember to use this for the most value to you. Having out a Landfall effect or trying to bait out a counterspell and/or tap a player out of mana is a great use for this. Do your best not to use this super early just to get a couple lands as that helps your opponents too much. Also, be sure to know exactly how many basics are left in your deck as late game you may not have any left to fetch.
Cultivate and Kodama's Reach: Probably the best ramp spells with Kynaios and Tiro. It's a spell, puts a land on the battlefield, and with Kynaios and Tiro on the battlefield you get to drop the second land at end step.
Deep Analysis: Great draw spell. This deck uses the graveyard a bunch, so not a biggie if this hits the yard.
Epic Experiment: A fantastic mid game card. Not only do you get huge value from x equals nine or more Epic Experiments, but it fuels your graveyard for Mizzix's Mastery.
Farseek: Great mana fixing ramp spell. Allows you to grab most dual lands in your deck.
Growth Spasm: A decent ramp spell. Nothing to note.
Hull Breach: Usually a two for one, but with Nivix Guildmage it's bonkers.
Mana Geyser: This is a great enabler for huge Epic Experiments in the mid game. My average mana produced by Mana Geyser is fifteen.
Mizzix's Mastery: The win condition of the deck. It's basically an auto win with Sphinx-Bone Wand in play, but the value in general from recasting all your spells can end games as well. This is very likely the last spell cast before the game is over. It is vital to play this card when it's safe from counterspells.
Mystic Retrieval: Great card in hand and in graveyard. It's an Archaeomancer as a sorcery.
Nissa's Pilgrimage: Another great card with Kynaios and Tiro on the battlefield. Fetching two Forests is great. Spell Mastery is just icing on the cake. I don't hesitate to cast this spell even if I don't have Spell Mastery.
Primal Growth: More ramp. It's a great card with Omnath tokens or Young Pyromancer tokens in play.
Rampant Growth: Ramp.
Ranger's Path: I like this spell for the potential of mana fixing. It's a little expensive at four mana, but for two dual lands, I'm okay with it.
Remember the Fallen: This is a clutch card to get Sphinx-Bone Wand back if it gets removed and for key creatures like Avenger of Zendikar and Archaeomancer.
Restore: Seems like a weird spell, but it's key for getting back a destroyed Kessig Wolf Run. I like to cast it early for Terramorphic Expanse or Explosive Vegetation or an opponents fetch land as well.
Rishkar's Expertise: I'm currently testing this card, but it seems pretty good with large tokens on the battlefield. Average CMC of this deck is between three and four, so you'll be able to cast most everything with the second ability.
Rude Awakening: Another win condition for the deck. Not only can it make giant Epic Experiments, but it can be used late game to kill a player with 2/2 lands. This card has been a super star every time I've cast it.
Crop Rotation: More land search, but more specifically, to find you Kessig Wolf Run or Reliquary Tower as needed.
Regrowth: A spell version of Eternal Witness. Fits well with the win condition and gets back the key cards you need near end game.
Supreme Verdict: Uncounterable board wipe is great. Casting this at instant speed is also great.
Tempt with Discovery: This card is amazing when your opponents take the offer. Fetching Kessig Wolf Run or Reliquary Tower is pretty normal for me. I've had a Tempt with Discovery get me a minimum of two lands in a game, but normally I get four.
Vandalblast: My meta runs a lot of artifact themed decks, so Vandalblast is fantastic. This is an easy card to swap based on your meta.
Verdant Confluence: I'm sad this isn't an instant, but this deck gets many opportunities to cast spells at instant speed. Three lands is pretty good, but I like the Eternal Witness mode a lot as well. Though I like the Confluence cards a lot, this one is on the chopping block.
Windfall: A great card for filling your hand and graveyard. It also disrupts opponents most of the time, which is great in my book.
Artifacts
Chromatic Lantern: Mana fixing for a four color deck is nice to have. I love this card as well because opponents forget that lands tap for any color, so holding up three Mountains only to cast Beast Within is a great feeling.
Skullclamp: Great card in general, but even more so with Young Pyromancer and Avenger of Zendikar.
Sol Ring: Nothing to say here.
Sphinx-Bone Wand: The main win condition of this deck. It is vital to hold this card until you can cast Mizzix's Mastery and/or Epic Experiment. Seven mana is a large investment to get removed before you turn comes back around. I usually won't cast this until I have some sort of instant speed enabler for nonland cards (Vedalken Orrery or Alchemist's Refuge). If you're confident you can win, go ahead and ping creatures with the first few points of damage, but most of the time I just ping face and win.
Swiftfoot Boots: Important for most creatures in this deck. Combat tricks with Kessig Wolf Run or Rubblehulk are completely wasted if your pumped creature gets removed from combat. Also, haste with Rubblehulk is a great combo.
Vedalken Orrery: This card is in every EDH deck I play. I love playing instant speed cards and Vedalken Orrery makes every card an instant. Your play style completely changes with this on the battlefield.