AEtherling: This is already such an amazing control card. In this deck though, it's even better as it can blink itself to draw extra cards on your opponents' turns. Not really a creature to abuse as much as a creature that abuses Ephara's ability.
Angel of Serenity: Does many things in this deck. Can be used to quickly clean up a board of creatures. Also works well against graveyard strategies and helps to recur your own creatures.
Archaeomancer: Stupidly good card for this deck. Lets us reuse all of our instants (and one sorcery) and is a combo piece in many of the combos for this deck. Can be gotten with Recruiter of the Guard.
Cloudblazer: Muldrifter #2. Can't be evoked, so there are tricks you can't do with this that you can with do with Muldrifter, but it's still an amazing card.
Draining Whelk: Instant speed counterspell on a creature. Might be sort of suspicious to leave so much mana up, but in this deck, it does as much work countering spells while it's on the field as when it's in your hand.
Duplicant: Creature removal on an ETB. Great!
Glen Elendra Archmage: Shuts down many decks, especially when it can be protected or reset every turn.
Ixidron: One of the best way to deal with problematic commanders. A sort of one sided board wipe stapled to a creature. Extremely good in the deck.
Karmic Guide: Gets any creature back from the graveyard. Pretty obvious inclusion.
Knight-Captain of Eos: Completely hoses many green decks as they can be light on creature removal. Even with removal though, creatures can be hard to get rid of meaning that if the deck wins through creature damage, this can shut them off. Additionally, it acts as our primary payload for drawing through our deck and generating infinite mana and blink. Making infinite tokens and swinging will usually do the trick.
Kor Cartographer: Really just another copy of Solemn Simulacrum in this deck. Excellent ramp.
Lavinia of the Tenth: Tends to shut off a variety of strategies. Likely, many of the nonland permanents your opponents have will have a CMC of 4 or less and blinking this repeatedly could mean that they can't utilize a large part of their board (including their mana rocks). Depending on the matchup, I may even get this with Thalia's Lancers even before I get Brago, King Eternal.
Luminate Primordial: Removes a creature from each opponents' board. Real creature removal stapled to a creature in these colors is much more expensive than if I were running black, but it does the job well and can easily be abused to cause opponents to just stop playing creatures.
Mnemonic Wall: Archaeomancer #2
Mulldrifter: The classic. If we ever get low on cards (maybe playing a bunch in a single turn or playing a bunch of artifacts), this will almost assuredly fill our hand back up in a hurry. Additionally, most of our combos need a draw creature of some sort to help us drill through the deck once we've gone infinite and this one's one of the easiest to get. We can cheat on the cost a little by evoking and then blinking in response to the evoke trigger.
Nevermaker: A really good pillowfort card that can easily lock people out of the game with repetitive blinking. The fact that this is an LTB and not an ETB really discourages people from attacking or interacting with it as they don't want to get something bounced and their next draw step blanked. By the time anyone gets around to dealing with it, it's too late.
Peregrine Drake: The center of many of our combos. The deck would definitely be able to function without this card and would still be pretty good, however, being able to combo off quickly makes it less miserable to play against. This card ups the number of infinite combos up by a ton. Unfortunately, it can't be tutored by anything except Long-Term Plans, so you'll have to naturally draw it most of the time.
Recruiter of the Guard: One of the best tutors in the deck. It gets so many relevant creatures including Archaeomancer, Glen Elendra Archmage, Venser, Shaper Savant, Solemn Simulacrum, Karmic Guide, and Mulldrifter (as well as so many more). Allows you to set up multiple control locks and then draw quickly into more gas if you can reliably blink it.
Reveillark: The majority of our creatures are two power or less, so this will usually have some good targets if anything was unfortunate enough to have died.
Scrivener: Archaeomancer #3. This one cannot recur Time Warp. However, that is the only sorcery in our deck.
Sea Gate Oracle: More ways to fill our hands even more. Also helps us combo off. Can be played the turn before Ephara comes down if we didn't get a ramp piece, so we have something to do during those turns.
Solemn Simulacrum: Another classic. If played the turn after Ephara, you get a land and a cantrip. So much value. Allows us to ramp quickly because we need as much mana as we can get during the late game.
Sun Titan: Usually, the worse case scenario with this card is a six mana Solemn Simulacrum (using the fetchlands or something along those lines). However, there are many three mana or less cards that we would love to get back from our graveyard. Solid include.
Sunblast Angel: Potentially another one-sided boardwipe against more aggressive decks. Just be careful when using it with Eldrazi Displacer.
Thalia's Lancers: A fairly spicy tutor. While it doesn't get a whole lot of stuff, the stuff that it does get is very high impact. Brago, King Eternal, Lavinia of the Tenth, and Venser, Shaper Savant are the most important targets for this card. In a pinch, you can also get one of our legendary lands if you are missing land drops or need to combo out with Nykthos, Shrine to Nyx.
Trinket Mage: Works a little like another Solemn Simulacrum with more burst and less subsequent ramp power. Still extremely good as Sol Ring is a pretty powerful card even when it wasn't played on turn one. Also gets Everflowing Chalice and the two artifact lands.
Venser, Shaper Savant: Very good control card. Lets us bounce any spell or permanent to their owners hands. Paired with something like Deadeye Navigator, it makes it really hard for your opponents spells to resolve or stick. Can be gotten with both Recruiter of the Guard and Thalia's Lancers.
Wall of Omens: Really good standard cantriping creature to give us action in the early turns when we aren't ramping, help us refill if we are low, and help us draw our deck when comboing off.