Creatures
Angel of Serenity- One of the best creatures in the deck, graveyard recursion is kind of a sub-theme in the deck along with exiling your opponents stuff, this card will wreck the board over and over again, while also getting your good creatures back.
Archaeomancer- This deck is very instant & sorcery heavy, getting counterspells or exile cards over and over again is just broken, and is a very easy way to keep your opponents on lock down.
Brago, King Eternal- This guy make locking down your opponent way too easy, if Roon is the commander, then Brago is the 2nd in command.
Brutalizer Exarch- Gives you creature tutor, which is a must in this deck, and deals with problematic non-creature permanents, can lock down your opponents by getting rid of their land if you're feeling real mean.
Cloudblazer- Life gain is very important in this deck and like any deck, card draw is necessary, slightly better than Mulldrifter.
Coiling Oracle- Gives you card draw/ ramp, an important value creature.
Deadeye Navigator- Too many stupid thing to name in regards to things that this guy can do, makes getting rid of your creatures almost impossible.
Duplicant- More exile, removal on a creature that can potentially be a very good beater.
Eternal Witness- Like Archaeomancer, this card is even better at locking down your opponents.
Farhaven Elf & Wood Elves- Important ramp value creatures, getting way ahead on mana is what will net you the victory.
Fiend Hunter- Great for dealing with commanders, they put their commander in the command zone, just exile it again, your opponent's best option is usually just leaving it under fiend hunter, semi-permanently dealing w/ a commander is very strong.
Fierce Empath- Combos with Woodland Bellower allowing you to search for any creature, the best creatures in the deck are cmc 6 or greater.
Glen Elendra Archmage- This deck has plently of ways to deal w/ creatures, but non-creature spells, are a little more difficult to deal with, however w/ her on the field, non-creature spells your opponent's control will never be able to be cast, blinking her resets her persist ability.
Hornet Queen- Flying death or flying deathtouch shield, either way is ridiculous.
Karmic Guide- More creature recursion, this one however, has the creatures go straight to the field.
Kiora's Follower- One of my favorite U/G spells, he ramps and untaps roon.
Lavinia of the Tenth- The best way to win, don't let your opponents creatures do anything, seems pretty good, just make sure to get rid of the big creatures then your opponents creatures will be worthless.
Luminate Primordial- More exile, this time for each opponent, and remember you win by out controlling your opponent, not w/ damage, don't worry about the lifegain.
Mistmeadow Witch- Usually protects Roon since he can't protect himself, she is also a backup Roon.
Perplexing Chimera- Take every spell your opponents use, exile him while he is on your opponent's field w/ Roon and then he'll be ready to steal more spells.
Resolute Archangel- Keep your life at a healthy total always.
Seedborn Muse- Untaps everything practically giving you a turn on each other person's turn. RIP Prophet of Kruphix.
Solemn Simulacrum- More necessary ramp on a creature.
Stonehorn Dignitary- Your opponents must never attack!
Sun Titan- Another solid recursion creature.
Woodfall Primus- Like Brutalizer Exarch, he'll wreck every non-creature permanent and like Glen Elendra Archmage you can reset the persist.
Woodland Bellower- Get important low cost creatures or get Fierce Empath to get a big boy creature.
Lands
Arcane Lighthouse- Gets rid of problematic hexproof/shroud so you can deal w/ the creatures.
Breeding Pool, Hallowed Fountain & Temple Garden- Shock lands are amazing, being able to fetch them is fantastic.
Canopy Vista & Prairie Stream- Fetchable, otherwise mediocre, but being able to fetch them is really good and they are pretty cheap $ wise.
Command Tower- Goes in every multi-colored deck.
Evolving Wilds & Terramorphic Expanse- They go in every multi-colored deck except in super competitive metas.
Exotic Orchard & Reflecting Pool- 95% of the time they will be more copies of Command Tower.
Flooded Strand, Misty Rainforest & Windswept Heath- Fetch lands are fixing at a small cost of 1 life, so powerful!
Forest 7, Island 7, & Plains 6- A good chunk of basics to get w/ Wood Elves & Farhaven Elf.
Glacial Fortress, Hinterland Harbor, & Sunpetal Grove- Check lands are fantastic and cost little $.
Kor Haven- More protection from attackers.
Reliquary Tower- There is a lot of card draw in this deck, having no max hand size is useful.
Seaside Citadel- Goes in every Bant deck.
Sorceries
Austere Command- The best board wipe in the game, very flexible and you can blink your creatures to avoid the board wipe, the only board wipe in the deck.
Wargate- Gets a creature on the field from your deck, making your deck a toolbox flexible for any situation.
Whelming Wave- I use these mass return spells instead of board wipes in the deck since creatures are so important in the deck, returning cards to your hand allows you to use the ETBE effects again.
Planeswalkers
Kiora, Master of the Depths- Plus to use roon again, or minus to find creatures to blink.
Venser, the Sojourner- The perfect Planeswalker for this deck, plus to blink, minus to finish opponents off, or ultimate to lockdown the game.
Enchantment
Aura Shards- Will destroy all your opponents artifacts & enchantments & keep them off the board.
Land Tax- Goes in just about every deck running .
Mirari's Wake- Goes in every deck that can play it, doubling your mana is the easiest path to victory.
Sylvan Library- Goes in every deck that has , an excellent card draw/ card filtering enchantment.
Artifacts
Birthing Pod- Search for good creatures and recur the ones sacrificed.
Coalition Relic- My favorite mana rock for 5 cmc commanders, being able to get your commander out w/ just three land and this seems OP.
Conjurer's Closet- Getting a free ETBE on your turn is very efficient.
Lightning Greaves- Protects Roon and allows him to use his ability as soon as he comes out.
Mind Stone- My personal favorite mana rock, ramps turn two, or turns into a free card when you don't need the mana.
Sol Ring- IT IS COMMANDER, PUT THIS IN YOUR DECK!
Strionic Resonator- Doubles the ETBE of your creatures.
Swiftfoot Boots- Your able to still blink creatures you control that have this on, unlike Lightning Greaves, I usually put both of these cards in every commander deck.
Thought Vessel- Ramps and gives you a useful ability for this deck.
Thousand-Year Elixir- Gives Roon the option to use his ability as soon as he comes in and gives him the option to untap and use his ability again.
Instant
Arcane Denial- Counterspells are an important tool for any control deck and this one of the best ones in commander.
Counterspell- Goes in just about every blue deck and is especially powerful in this deck thanks to being able to get it back over and over again w/ Archaeomancer or Eternal Witness.
Cyclonic Rift- Goes in almost every blue deck, a one sided board clear for only 7 mana, it's even better with recursion.
Eerie Interlude- Protects against board wipes and gives you a bunch of ETBE.
Eladamri's Call- Getting the right creature of the current situation is another key to victory in the deck.
Enlightened Tutor- Goes in just about every deck that runs , usually used turn one to get Sol Ring.
Evacuation- This deck's version of a board wipe, it's great that it is at instant speed allowing you to really mess w/ your opponent's.
Familiar's Ruse- Counter's a spell and returns a creature to your hand so you can have another ETBE.
Negate- This deck has no problems w/ creatures, however some instant & sorceries can be a problem, & counterspells are the only way to deal w/ them effectively.
Path to Exile & Swords to Plowshares- Both go in every white deck, probably the best targeted removal spells in commander.
Worldly Tutor- Search for the right creature at the right time