The number in parenthesis after the card is its suggested quantity. As an example, Amulet of Vigor (4) means I suggest running 4 copies of the card. In general, I suggest 30-33 total lands if running Urza's Saga with 28-29 being preferred if not including the card, of which at least 8-9 should be green bouncelands, with at least a copy of all of the "mandatory" utility lands, like your haste enabler. Try to maximize on untapped and green sources as much as possible, as that helps to keep the deck explosive and consistent. You should also run 9-11 extra land cards, with 10 being the preferred number. These numbers can flex a bit, but try to keep your green bounce and extra land creature counts relatively close, never off by more than 1 card if possible, as you want to maximize having both in hand.
Amulet of Vigor (4) - One of the cards that makes this deck really shine, eliminating the downside of many of my lands, while also giving my titans +2/0 and haste (plus an extra land!). Multiples of this ramp me really fast, and is a force to be reckoned with.
The One Ring (0-4) - a powerful stalling option which provides card advantage. This helps us to stay alive and find whatever card we may be missing. I suggest playing either 4 or none, as being legendary is actually an upside, allowing you to play a second copy to reset the damage.
Primeval Titan (4) - The main creature this deck revolves around, quite the force to be reckoned with. Even if it gets removed, you still get the ETB trigger, so sometimes playing into removal and finding Tolaria West or Shifting Woodland is the correct play, ignoring haste for redundancy.
Summoner's Pact (2-4) - Pretty much 4 more copies of Primeval Titan or whatever creature is needed, but be careful with the upkeep (I like to account for them potentially destroying any of my lands)! As this is a commonly sided out card thanks to Subtlety, it is reasonable to trim slightly, but I wouldn't go below 2-3 copies.
Arboreal Grazer (1-4) - This is actually fetchable ramp in a sense, because it can net you 1+ extra mana in a lot of situations with a Summoner's Pact (not a suggested path against interaction). It also has reach and makes a decent blocker afterwards. You always want to run at least one of these, even post-sideboard against decks with 0 creatures to block, as it enables a lot of lines when fetching with Summoner's Pact.
Azusa, Lost but Seeking (0-2) / Dryad of the Ilysian Grove (0-4) - Azusa, Lost but Seeking is two additional land drops per turn, which enables Primeval Titan the turn after pacting and having 0 open mana with an amulet and bounceland. However, she is legendary, so you never want more than 1, which is why I generally run less than 4 copies of her. Dryad of the Ilysian Grove is an additional land drop every turn, mana-fixing, and a solid 2/4 body for 3 mana, allowing us to flex into a midrange deck. It also combos with Valakut, the Molten Pinnacle as a win-condition. 3 CMC is also a critical point for the deck, since we can usually go from 3 mana straight to 6+, so this slot is very important.
Aftermath Analyst (0-3) - this enables lots of infinite loops with Shifting Woodland / Mirrorpool / Springheart Nantuko and we have a number of lands, like Urza's Cave, Commercial District, Boseiju, Who Endures, Otawara, Soaring City, Misty Rainforest, Tolaria West, or even Mirrorpool that enable you to profit with each loop.
Lumra, Bellow of the Woods (0-1) - this is usually the bridge to get to the Aftermath Analyst loop. Enabled with Otawara, Soaring City / Mirrorpool / Springheart Nantuko and you should be able to eventually transition to an Aftermath Analyst loop to stop milling your deck.
Scapeshift (0-4) - capable of winning games with 4 lands + Amulet of Vigor / Spelunking using Aftermath Analyst, Dryad of the Ilysian Grove + 6 lands out by finding Valakut, the Molten Pinnacle or setting up a powerful Primeval Titan with 4 lands and an Amulet of Vigor if you suspect gravehate. With 2+ Amulet of Vigor you only need 3 lands to sacrifice to produce enough mana to transmute into a threat. It is strongly suggested to run multiple haste enabling lands if you run any copies of this. It can also function as mana-fixing or ramp depending on the situation as well. Not really the greatest thing in multiples, since most of our lands are important utility lands, but definitely a lot of strong synergy with the deck overall. It's also pretty horrible without Dryad of the Ilysian Grove or Amulet of Vigor, so it isn't ideal against decks with interaction.
Cultivator Colossus (0-1) - This is basically Primeval Titan's big brother when your hand is mana flooded or a utility land you need is in your hand instead of your deck. It doesn't quite go infinite with bouncelands since you need to fully resolve Cultivator Colossus's ability before resolving anything else, but it is definitely a way of making the most of mana-flooding, letting you draw into things to spend that mana on. This is significantly worse than Primeval Titan if you don't have at least 2 lands in hand. If you have 4+ lands in hand, I would say it is generally better (you can still whiff). With 3 lands in hand, they are generally equivalent, with certain board states preferring one option over the other.
Springheart Nantuko (0-3) - This is actually a very broken card with almost all of our creatures, allowing them to essentially go infinite with a singular Amulet of Vigor in play and a bounce in hand. While an army of Arboreal Grazers might not win us the game outright, not many decks can get through an army of 0/3 reach creatures. With Dryad of the Ilysian Grove or Primeval Titan as the copy target, you essentially win. Bestow is also nice since if they remove the creature, your aura just stops being an aura and becomes a creature. Gaining an army of 1/1 insects on every landfall is still a good effect, especially if they already traded removal to make you get that effect.
Spelunking (0-2) / Explore (0-4) - Spelunking is a bit stronger, having an Amulet of Vigor effect built into it, especially post-board. However, it does get progressively worse in duplicates, becoming an overpriced Explore after the first copy.
Malevolent Rumble (0-4) - This is essentially a power crept version of Ancient Stirrings. Being able to pull any permanent from the top 4 is a powerful effect, especially when you consider it is really only costing you and not thanks to the Spawn Token. This also puts cards into the graveyard which can be very relevant with Shifting Woodland to enable delirium. At the same time, putting key cards into your graveyard is mitigated by Echoing Deeps, so this card definitely has synergy with the deck. Do not confuse the "ramp" from the Spawn Token with the ability to play additional lands, as they are two different things. This card also has added upside in matches where you are siding in permanents, as it can find them a lot easier.
Elvish Reclaimer (0-4) - Surprisingly, this versatile guy is decent at just about everything you could want. It can act as a pseudo-extra land card, a land tutor, a sizable threat to stabilize when you have nothing. This is a 1 drop that scales up as the game goes on, and can also be used as a tutor for the land you really need (really good at finding your missing bounceland or Urza's Saga). You can also use the activated ability in response to the triggered ability of Urza's Saga's 3rd chapter to basically replace/upgrade your land in addition to searching for your artifact of choice. The main downside of this option is it is a tap ability, so it suffers from summoning sickness, which may not always be desired in a combo deck (it needs to survive an entire turn to be relevant or do anything at all). Realistically, this is very close to a hybrid Arboreal Grazer and Expedition Map, being able to fulfill the main uses of both cards (although not being findable with Urza's Saga and only Summoner's Pact).
Valakut, the Molten Pinnacle (0-2) - This is actually a win-con with enough land drops and Dryad of the Ilysian Grove. Due to bouncelands being able to bounce themselves, you are generally able to utilize all your extra land drops on each turn, so this damage can add up really quickly. It can be used to clear the board or to do direct damage.
Vesuva (1-2) - This is essentially a mandatory include because of all the great plays it enables. Vesuva is probably the best land in the deck, as it can be pretty much anything. In addition to copying anything (opponent's lands included), you can play it untapped copying nothing with Dryad of the Ilysian Grove out to produce mana, an often overlooked line of play.
Crumbling Vestige (1-4) - This is a pseudo-bounce, producing 2 mana with an Amulet of Vigor. It also allows us to go +1 land or +1 mana with certain lines, which is very relevant. Also being an untapped green source makes this one of the most useful/versatile lands in the deck, essentially filling all the checkmarks of what we want a land to do in this deck. It also enables us to activate Otawara, Soaring City during our combat step with only 1 Amulet of Vigor if using the Hanweir Battlements
package to haste by finding it to enable the haste, leaving it untapped to get up to 4 mana during our combat phase. You can also haste your Primeval Titan without an Amulet of Vigor using some combination of this, Hanweir Battlements
and a bounce. For all these reasons, I would call it a mandatory include, and generally prefer to play 2 copies if possible, but some people choose not to play any copies.
Tolaria West (1-2) - this can transmute into Summoner's Pact for whichever creature fits your situation best. It can also become any other land, a Chalice of the Void or Engineered Explosives if either is in the deck (or any other 0 CMC sideboard card, including lands). At least 2 copies enables swinging with 3+ Primeval Titan when you get to that many amulets, which is essentially enough for lethal.
Otawara, Soaring City (0-1) - this is basically required in the Hanweir Battlements
version of the deck, since it essentially enables pseudo-vigilance. By removing a blocker on the swing, they are unable to swing with it their following turn, so it can both help to sneak in some additional damage, and allow us a form of protection the following turn, some of the main pros of Slayers' Stronghold.
Boseiju, Who Endures (1-3) - One of the best utility lands for the deck, since we can easily bounce it back to hand, making it fetchable removal for artifacts, enchantments, and even troublesome lands (essentially a broader version of Ghost Quarter if you don't plan to use it on yourself). It does technically ramp your opponent in most cases, but that's a fair tradeoff for eliminating a more troublesome permanent. Be careful not to run too many copies, as the legendary rule does come up when trying to use multiples as a land.
Disciple of Freyalise
(0-1) - this is a pactable untapped/tapped green manasource, and also a great way to gain life and draw cards, which can be a very important line to have access to.
Urza's Cave (0-1) - a great tutor for another land, with finding Bojuka Bog at instant speed being one of the most powerful forms of interaction we get access to. This is also another way to cheat in extra landfall triggers, at instant speed, or find that missing bounce, all while being an untapped land.
Cavern of Souls (0-3) - Good for control matches, and it can also be useful for colored mana when trying to hard cast more color intensive creatures like Sigarda, Host of Herons. Since we have a lot of bouncelands in here, we can change the creature type named almost as often as wanted, so this is almost like an Ancient Ziggurat that can tap for colorless when not casting creature spells.
Hanweir Battlements
(0-1) / Slayers' Stronghold + Boros Garrison - These are some of the best utility lands for this deck. It allows your titans to come out with haste, you can't really ask for more. Slayers' Stronghold is arguably the better of the two, since it gives haste/vigilance and +2/0, which can be important (this does require committing another slot to Boros Garrison as well). Hanweir Battlements
is better at granting our titans haste without an amulet, or squeezing extra damage out of Valakut, the Molten Pinnacle. Having both as an option gives some added flexibility in plays, and makes us less susceptible to things like Surgical Extraction or drawing into our only haste enabling land before playing the titan. It is not really recommended to run both, and I recommend being careful not to overcommit to non-green lands, as you really need green lands for the deck to function early.
Urza's Saga (4) / The Mycosynth Gardens (1-4) - These are super powerful in game 1, but they are also super vulnerable to removal/hate (you basically concede against an early Blood Moon, Magus of the Moon, or Force of Vigor). However, one thing they both do well is allow for a double amulet more often (making them a solid turn 1/2 land). One additional upside the Saga does have going for it is the negatives aren't really preyed upon until games 2/3 of the match making it a powerful game 1 tool, which is why most decks want 4 copies, then side them out as needed. The Mycosynth Gardens needs a first Amulet of Vigor to copy, but it can have us go +1 the same turn, instead of needing to wait. It is a little less vulnerable to hate than its counterpart, since it isn't a Saga or Enchantment, but a little less powerful overall. When comparing the two, Urza's Saga is an investment of 2 turns for an Amulet of Vigor, while The Mycosynth Gardens is an investment of 2 mana, which also requires a first copy for us to copy. While it is pretty clear which of these effects is more powerful, both cards enable us to have an explosive turn 3 more consistently. These are also both colorless lands, which is something you need to be careful of running too many copies of, especially if you have a lot of early plays that want colored mana.
Forest (2+) / Snow-Covered Forest (2+) - basic lands are needed, enough said. It stops Path to Exile-type effects from being as devastating, and gives hope against Blood Moon. I typically like to use white bordered basics to make fetching easier (you can fan out your deck instead of going card by card) if going with fetchlands, just a little trick I like to use to help speed up games. I never suggest dropping below 2 basics with this deck, and if you aren't splashing heavily, more is always better.
Misty Rainforest (0-2) - fetches are surprisingly great in here, for two main reasons. First, the reason they are played in most decks, great mana-fixing. We can play more virtual copies of our non-basics without being forced to draw into them, which is great for something like the Surveil lands. Second, it enables additional landfall triggers, which is very important to our deck with the inclusion of Valakut, the Molten Pinnacle.
Commercial District (0-1) / Temple Garden (0-1) - this is a forest subtype land which allows us to dig into our deck or has the option of coming in untapped. This makes our opponent's Boseiju, Who Endures into even more of a double edged sword, now giving us some additional card selection. If running any fetches, it also gives us decent access to pseudo-turn 1 plays, playing this tapped and potentially eliminating a bad draw.
Selesnya Sanctuary (0-4) / Golgari Rot Farm (0-4) / Simic Growth Chamber (1-4) / Gruul Turf (0-4) - green bouncelands, the main thing this deck revolves around. It is a good idea to keep one of these in hand at all times (or a Vesuva to copy one) to make the most of your multiple land drop potential. The only time I play my last one in hand is if it means I can hard cast a bomb that I feel will get through when I untap next turn. Otherwise it is best to keep one in hand with the potential of drawing extra land cards, allowing you to "go off" in a lot of cases (considering you have either an amulet in play, or dryad/azusa in hand, and are just waiting on the other piece). I would suggest having 8+ of these, with 9-10 being preferred. Simic Growth Chamber is a mandatory include alongside Tolaria West so you can bounce it back to hand and transmute it.
Castle Garenbrig (0-4) / Sunken Citadel (0-2) - Castle Garenbrig is decent as potential ramp if you run enough fetches + Forest Subtypes that it can consistently come out untapped. Not really worth forcing into the deck, but it can be viewed as +2 for mana calculations in a lot of scenarios, so definitely a solid include if there's enough space and support for it. Sunken Citadel can be used to enable many of our lands, and can even be seen as a 5 color land, since we can pick any color. They both compliment each other quite well also, so if playing a more budget version, look to use these instead of Urza's Saga.
Echoing Deeps (0-1) - This is my "kill" land of choice. I chose it over all the options below, mainly because it does something beneficial outside of the combo. Being able to copy a key land that was removed or surveilled away is quite nice, but we also like being able to copy a fetch, whether it is ours or our opponent's.
Mirrorpool (0-1) / Kessig Wolf Run (0-1) / Oran-Rief, the Vastwood (0-1) / Sunhome, Fortress of the Legion / Mosswort Bridge / Drannith Ruins / Novijen, Heart of Progress - Sunhome, Fortress of the Legion is great to block something with deathtouch (take that Wurmcoil Engine - I live and you don't even gain life), or just double your damage. Mosswort Bridge can cover the defensive and offensive purposes of Sunhome, Fortress of the Legion in almost every situation, without the need of as much mana investment, even allowing more aggressive plays sometimes, all while being a colored mana source instead of colorless. Mosswort Bridge is the most powerful digging tool and virtual advantage this deck has to offer. Cast off anything for 1 green? Yes please! Need to find some removal because they are just stalling with something stupid and annoying? Keep copying/bouncing this until you find what you are looking for. If you are running Mosswort Bridge, it is basically required to run Slayers' Stronghold + Boros Garrison alongside it, allowing you to get to 10+ power far more consistently. Because of those mandatory inclusions, Sunhome, Fortress of the Legion is a basically equivalent option as well, being in the same colors. Also worth mentioning is that you can use the hideaway of Mosswort Bridge to exile cards you don't want to draw, if you don't plan on activating it prior to bouncing it back to your hand. After a shuffling effect, this deck-thinning helps increase your odds of hitting cards you do want by a few percentage points. Mirrorpool is able to be a strict replacement for Sunhome, Fortress of the Legion allowing us to create 2 titans to double pump with Slayers' Stronghold for lethal, or Kessig Wolf Run / Oran-Rief, the Vastwood / Drannith Ruins / Novijen, Heart of Progress if you are on Hanweir Battlements
to enable haste.
Expedition Map (0-1) - this is mainly found with Urza's Saga when you already have the mana or Amulet of Vigors but are missing a bounce or a threat. Expedition Map lets you tutor for a specific land like Simic Growth Chamber, Tolaria West, Forest, or Shifting Woodland, etc. so it can still have value in non-Urza's Saga games if a specific land is powerful.