Clutch of the Undercity/
Dimir House Guard-Can transmute for a vital
Scapeshift or
Faith's Reward but won't help us draw into more gas because those are the only 4 cmc cards.
Bring to Light-Great for finding a Scapeshift or Faith's Reward and a Harrow in a pinch, but sometimes the deck can't make 4+ colors of mana.
Explore-Raises land count but only adds more mana than CMC if you have a fetch or Ghost Quarter in your hand.
Flooded Strand-Should be replaced with a green fetch, but I already own a playset of these and it doesn't really change the mana base too much.
Ghost Quarter-Makes the Tron matchup better as well as adding mana in certain situations if you blow up your own land.
Sacred Foundry-Fetchable / source for casting sideboard cards
Harrow-Raises land count as well as adding mana with Lotus Cobra every single time (unless you don't have two basics)
Ideas Unbound-One of the most efficient draw spells in the format, the deck can cast it with relative ease off of a fetch, and you don't have to discard if you win on the same turn.
Kessig Wolf Run-A primary Scapeshift target for dumping excess mana into to go for the kill.
Khalni Heart Expedition-If you play it on turn two and then play a Lotus Cobra on turn three it both adds mana and raises land count for a bigger Scapeshift
Lotus Cobra-The main Summoner's Pact target and the primary mana engine of this deck.
Mutavault-A Scapeshift target for when your opponent has removal or can some how stop your zacama, it usually isn't helpful but the deck building cost is small enough that it can be played for those corner cases. Treetop Village can be run in its place but doesn't enter untapped if it is stuck in your hand
Mission Briefing-Digs multiple cards deep as well as getting back a card you need to keep going off.
Scapeshift-Generates massive amounts of mana with Lotus Cobraas well as winning the game, usually with the above pile.
Gruul Turf-Only used for bouncing Tolaria West off of a scapeshift
Slayers' Stronghold-Scapeshift target that gives zacama haste
Summoner's Pact-Lotus cobra 5-8, also can find a zacama and relevant sideboard cards
Sunhome, Fortress of the Legion-Scapeshift target that almost doubles the amount of damage this deck can do
Temple Garden-Only way to make green off of a Flooded Strand, the white is also relevant after sideboarding
Tolaria West-Scapeshift target that finds Summoner's Pact to find zacama
Windswept Heath-Cheapest green fetch, also finds white mana which is relevant for sideboard cards.
Zacama, Primal Calamity-Main win condition post Scapeshift. All three of her activated abilities are relevant, and untapping lands means that all the lands you Scapeshifted into play untap. Her white ability gains a life per mana if your opponent plays a Fog or Angel's Grace preventing you from winning, her red ability kills off creatures that may save your opponent, and her green ability blows stuff like Ensnaring Bridge up to swing for the win
Blast Zone-A tutor able engineered explosives stapled onto a land that really helps in certain matchups but it can't destroy tokens
Azusa, Lost but Seeking-A Summoner's Pactable one of that works great if you're mana flooded but not many other times
Eternal Witness-Also pactable and gets wincons and rampers back from the graveyard
Wildest Dreams-A more versatile Eternal Witness but is noncreature
Growth Spiral/Atarka's Command/Enter the Unknown-Currently don't need more than four explores but if the deck began running more fetches (the only way to make a positive amount of mana with explores and Lotus Cobra) then the fifth explore will probably be necessary
Glittering Wish-The only cards this deck really wants to wish for is Bring to Light which we can consistently hit off of our draw spells so it isn't necessary at the moment
Thespian's Stage/Vesuva-If our opponent tries to Ghost Quarter or Field of Ruin our zacama pumping lands, then these lands come in handy but aren't necessary right now
Mirrorpool-Great for copying certain effects but it is pretty hard to make with this deck's already iffy mana base
Gifts Ungiven-Would require some wacky one ofs and the piles would be pretty expensive mana-wise, but would give the deck more flexibility, consistency, and give us access to an Unburial Rites sideboard plan
Chalice of the Void-the deck in its current state plays zero one drops so chalice, just to be played on one, is a possibility to improve matches like amulet titan, GDS, infect, bogles, and burn. It is really expensive though and I'm not sure is worth playing
Ensnaring Bridge-This deck can get out of cards in hand with relative ease but not quite fast enough for it to matter in matchups were the bridge is good. We mostly want to outrace anyways
Samut, Voice of Dissent-Enables one turn field of the dead kills but is currently not worth a slot
Kabira Crossroads/Radiant Fountain-Tutorable answers to really aggressive decks
Khalni Garden-A tutorable chump blocker can be pretty good against certain decks