Tolaria West - transmute into another Summoner's Pact for whichever creature fits your situation best. It can also become a Chalice of the Void or Engineered Explosives if either is in the deck (or any other 0 CMC sideboard card).
Valakut, the Molten Pinnacle this is actually a win-con with enough land drops and Dryad of the Ilysian Grove. Due to the 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 - probably the best land in the deck, as it can be pretty much anything. Not so good in the opening hand, but at least it can be played as nothing (or an opponent's land if they went first) if you only have bounces and this card, allowing you to keep a hand you would have otherwise had to throw away.
Boseiju, Who Endures - 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).
Nurturing Peatland / Horizon Canopy - a land that can produce a different threat in the late game, or draw a good card revealed by Courser of Kruphix. This is one land that actually isn't terrible to draw when mana-flooded. You do have to be careful to not use its mana ability if you are at 7 life with Elderscale Wurm though, as that basically negates the 7 life clause.
Slayers' Stronghold / Hanweir Battlements
- 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 gives haste/vigilance and +2/0, which can be important with enabling Mosswort Bridge triggers. The reason for Hanweir Battlements
is to be able to give a titan haste even if you already have used its better counterpart and aren't able to Vesuva or pay for the activation. That way you can still attack with a titan that you cheated into play with say Mosswort Bridge or maybe you wanted to fetch something like Hanweir Battlements
+ Valakut, the Molten Pinnacle instead. Having both as an option gives you a lot of flexibility in your plays, and makes us less susceptible to things like Surgical Extraction.
Sejiri Steppe / Sunhome, Fortress of the Legion - 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. However, Sejiri Steppe accomplishes the main goal of this utility slot, which is to help your Primeval Titan live after attacking (against most decks), but it requires no investment of to activate. This slot can be unneeded in some matches, so it can definitely be sided out when it's not that relevant.
Cavern of Souls - 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 I have a lot of bouncelands in here, I can change the creature type I named almost as often as I want, so this is almost like an Ancient Ziggurat that I can tap for colorless when not casting creature spells.
Ghost Quarter / Field of Ruin - land destruction that can double as another copy of a Forest if I am facing hate like Blood Moon. It's worth mentioning - don't hesitate to blow up your own lands with Ghost Quarter for landfall or The Gitrog Monster triggers - this has saved me on numerous occasions. It is actually a 3 mana land when fetched by Primeval Titan with Lotus Cobra or Tireless Provisioner out (two landfalls + green). It also allows you to draw 2 cards with The Gitrog Monster (one on the sacrifice cost, then one on the land destruction).
Turntimber, Serpentine Wood
- this is basically a land that doubles as a threat with any bounceland later in the game. It is very comparable to Tolaria West in functionality, except it cannot be fetched by Primeval Titan and is a much preferred untapped green source.
Mosswort Bridge - 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. Another thing worth mentioning is Mosswort Bridge + Vesuva in conjunction with any bounceland becomes a powerful digging tool (hide multiple land drop cards/bounces/ways to play titans to get bounces until you find your answer). I've actually dug through something like 40+ cards like this in one turn (before Summer Bloom was banned - now you can probably only do 20+ semi-consistently - which is still amazing in my opinion). Also, this lets us cast Glittering Wish at instant speed if it is hidden away, so you can find instant speed sideboard answers like Abrupt Decay / Anguished Unmaking as well to cast in response, even if they aren't in your maindeck, basically giving us an answer to almost anything. I used to use this trick a lot with Batwing Brume when Splinter Twin was prevalent to just win games during their attack phase when they thought they'd won. If you are running this, it is basically required to run Slayers' Stronghold + Boros Garrison alongside it, allowing you to get to 10+ power far more consistently. Boros Garrison is the only non-green bounceland I'd suggest, and it can also be copied later via Vesuva for a Sunhome, Fortress of the Legion later. This is one that you generally want to have on the field as soon as you draw it, unlike the green counterparts. Even if it is tapped to pay for your Primeval Titan you can just fetch Vesuva to copy it. The or can also be useful for any double costed cards, like Hokori, Dust Drinker making this potentially our 5th bounceland for an early cast as an example. So in conclusion, you must run Slayers' Stronghold + Boros Garrison alongside this, and because of those mandatory inclusions, Sunhome, Fortress of the Legion becomes a decent option as well.
Urza's Saga - I've finally given in and conformed to the meta a little bit by including some copies of this card. However, I don't think it is good enough of a card that you need to run a playset. If you have to rely on Urza's Saga to find your Amulet of Vigor, your hand was kind of bad anyway. We also aren't built like your typical amulet deck's with lots of once a turn instant land plays, so amulet is not as necessary, and we are more content with lands coming in tapped if needed. It does allow for a double amulet more often (making it a solid first land), even though I still think it is over-hyped and super vulnerable to removal. You need it to stick around for 2 of your opponent's turns to actually do anything for you, otherwise it is just a colorless land that gives your opponent an enchantment to remove that can produce little creatures, also vulnerable to removal. I mainly went with it due to the ability to make construct tokens with a Mosswort Bridge fetch to get to 10 power next turn if needed, when I don't have an amulet (which works with just one copy). I also don't run Expedition Map alongside this, as I am not running enough copies to justify it, and I feel Elvish Reclaimer does a much better job at filling that slot, all things considered. If you are running 3-4 copies for whatever reason, I'd consider going 4x Simic Growth Chamber with Gretchen Titchwillow in the side (or main) for the draw my whole deck combo with 2 Amulet of Vigor.
Forest / Snow-Covered Forest
- basic lands are needed, enough said. It stops Path to Exile from being as devastating, and allows some powerful interactions by targeting yourself with Ghost Quarter, along with giving hope against Blood Moon.
Selesnya Sanctuary / Golgari Rot Farm / Simic Growth Chamber / Gruul Turf - 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 them 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).
Crumbling Vestige / Aether Hub / Gemstone Mine / Tendo Ice Bridge / City of Brass / Mana Confluence / Vivid Grove - Crumbling Vestige has the benefit of coming into play tapped, so with Amulet of Vigor it is actually better than a 1 mana land (making it an auto-include as a 1-of). Also worth mentioning is that with Dryad of the Ilysian Grove and Amulet of Vigor out, it is essentially capable of becoming a Boros Garrison that doesn't need to bounce a land, perfect for cheating another land closer to 6 for the Valakut, the Molten Pinnacle activation. Gemstone Mine is probably the best of the rest, since you can use it twice then bounce it to reset its counters. Aether Hub is a strictly better version of Tendo Ice Bridge and is next in line, since you can bounce it and replay it without using the to stack multiples for later. City of Brass deals 1 damage whenever tapped and Mana Confluence allows you to pay 1 life for any colored mana, which are very important distinctions, and here's why: City of Brass will deal damage to you no matter if you have a replacement effect on it or not, so things like Yavimaya, Cradle of Growth or Dryad of the Ilysian Grove don't help you. However, since it is damage, and not loss of life, it doesn't conflict with Elderscale Wurm so you can remain at 7 life. Mana Confluence is the complete opposite, so if you use it's mana ability with Elderscale Wurm out and go under 7 life, his ability doesn't prevent it, and you are basically vulnerable again. Vivid Grove comes into play tapped, essentially making it the worst of the bunch as it can sometimes takes away strong turn 1 potential, so keep that downside in mind.
Misty Rainforest / Windswept Heath / Verdant Catacombs- or fetchlands so you can find shocklands/triomes (these also make the Blood Moon matches a little easier). Due to or being more of an "OR" instead of an "AND" on my card costs, it's possible to run non-green shocks like Godless Shrine or Hallowed Fountain instead of the 2 card combination of Temple Garden / Overgrown Tomb / Breeding Pool for basically the same playability. You need at least 3 fetches + 4 targets (2 shocks/triomes + 2 basics) for it to be worth running fetches/shocks/triomes. Otherwise, go with 5 color land options instead. Hallowed Fountain allows for greedy plays like Glittering Wish into Unmoored Ego, while godless shrine allows for Glittering Wish into Culling Ritual. You want a green counterpart to whatever support shock you choose. The green copy could be a triome as well, since you have Forest if you need an untapped manasource. The triome gives you the ability to cycle for card draw if really desired, and has slightly better mana-fixing at the cost of coming in tapped.
Honorable Mentions
Castle Garenbrig - this 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 if you have a high land count and have the space, it is a valid option.
Temple of Plenty / Temple of Malady - tapped lands that let you scry. Since there's not a whole lot of early plays that need a turn 1 untapped land, the scry outweighs the slower land in most cases. Zhalfirin Void is another option, although I generally want the green mana source over the untapped land. If you aren't playing any early green plays like Ancient Stirrings, Zhalfirin Void may be a better option.
Khalni Garden / Radiant Fountain / Kabira Crossroads / Blossoming Sands cycle - chump blocker or lifegain slot. Sometimes that is enough to turn the tide of battle, so it isn't to be under-estimated as a utility option. I generally go with Khalni Garden / Kabira Crossroads if I have enough space (can potentially filter the with Wooded Bastion).
Blast Zone - This is more of a utility land to deal with the decks that pump out tons of low cost creatures/board presence. This is basically an Engineered Explosives attached to a land. It's biggest drawback is that it can't hit 0 cost permanents, since it enters with 1 counter on it already. You can also use it to blow up some big hard to remove threat with hexproof/shroud if you have enough mana.
Arena / Quicksand / Eiganjo, Seat of the Empire - targeted removal with their own respective pros and cons. Notably, Arena + Sejiri Steppe have decent synergy as a Primeval Titan fetch package. However, Arena not producing its own mana is the main thing holding it back, so you should consider it as more of a fetchable creature removal than a land if trying to fit it in.
Yavimaya, Cradle of Growth - This gives all my lands the ability to tap for which allows the deck to stretch it's manabase a little thinner.
Wooded Bastion / Twilight Mire / Flooded Grove / Fire-Lit Thicket - filter lands to help manafix if you have a lot of non-green double cost cards.
Reflecting Pool - this is basically a psuedo-5-color land that makes cards with multiple of the same color cost a lot easier to cast. It gets exponentially better with more multicolored lands, and is quite nice in greedy manabases like this one.
Lotus Field - capable of being a 3 mana landdrop/fetch with Amulet of Vigor, or drawing (one card) with The Gitrog Monster, so a very useful land. Since so many of our lands have utilities of their own, it gets tricky choosing what to sacrifice sometimes. Having that extra mana as an option does enable some plays that wouldn't otherwise be possible though.