Creatures
2 Fauna Shaman - Great way to discard cards and search early on in the game. I normally try to get it out fast then use it to ramp my mana as quick as possible.
3 True Believer - Most people tend to overlook this card but it has saved my life countless times. In a format rampant with effects like Vicious Shadows and Necromancers Covenant , i am rarely disapointed to have this guy chillin in his triangle.
4 Grand Abolisher - I don't like people playing spells during my turn. Also essentially makes everything I cast my turn uncounterable.
5 Gaddock Teeg - I consider him a catch all when it comes to protection. Pretty much the only way to stop mass exile effects, Merciless Eviction, and mass bounce, such as Devestation Tide.
6 Saffi Eriksdotter - One of the most powerful cards in the deck. Pretty much a cheap Restoration Angel in this deck. Grave Blinking any of the ETB creatures in the deck is obviously great. Also good for saving things like Avacyn, Angel of Hope or Mikaeus, the Unhallowed.
7 Stinkweed Imp - AKA: Stinkweed Pimp. One of the three Dredge Cards i run in the deck. Gives major card advantage in the graveyard and is a great attack deterrent because people don't want to lose a creature or fill our yard. Of course that's what sac lands are for.
8 Bone Shredder - The reverse Karmic Guide. In this deck Echo becomes an awesome free sac outlet at the beginning of your turn. Normally there are plenty of targets to choose from but black is heavy in my playgroup which is why i also run the next guy....
9 Big Game Hunter - This guy is a house. He kills like 90% of commanders and the great creatures that most decks play. I always have targets to hit with this dude.
10 Wood Elves - Normally once i play him, ill have most the forest out of my deck in a couple of turns. A must in my strategy of mana ramping.
11 Fierce Empath - Can find about 1/3 of the creatures in the deck. And remember, if the Empath cant find it, Rune-Scarred Demon Always can!
12 Eternal Witness - Another EDH staple that excels even more than normal in this deck. Never a disappointing draw.
13 Loyal Retainers - Although i almost never use this guy to bring back Karador, he can give you major creature advantage. Evoking Reveilark with him and Karmic Guide in the graveyard is always a beautiful sight.
14 Hag Hedge-Mage - Other than Eternal Witness, the only easy way to return cards from your graveyard to hand. A little bit slower but still quite a useful card. Dont forget you can even use the second ability to make yourself discard.
16 Solemn Simulacrum - Same explanation as Wood Elves. Major draw engine and mana ramp.
17 Disciple of Bolas - Although the lifegain is nice, the card advantage that this guy can provide is insane. The fact that he lets you sac a creature makes this guy a must in any Karador deck.
18 Crypt Ghast - Easy mana doubler once you have Urborg, Tomb of Yawgmoth out. I've had him out many games with all 4 Swamp type duel lands instead of Urborg and he still provides great mana advantage.
19 Oracle of Mul Daya - One of the most important cards in my deck. Top deck manipulation is a sub-theme of the deck and Oracle makes getting through the land in my deck a joke. Dont forget you can grave blink Oracle to gain additional land drops!
21 Golgari Grave-Troll - Similar explanation as Stinkweed Imp. He can have a large body if you want keep your graveyard full.
22 Acidic Slime - A card many EDH players tend to undervaule. Non creature permanent removal then a death touch body. Most importantly, brought in by Reveilark.
23 Reveillark - One of the two all stars. Paired with Karmic Guide, the ability to return your graveyard to play becomes insanely easy. Normally if someone boardwipes and he is out, i actually end up with more creatures than when I started. With Soul of the Harvest and Karmic Guide alone, thats an easy four cards a turn.
24 Karmic Guide - At worst this card is, res a creature for 5 every turn. But however, when paired with any of the cards in this deck that allow multiple ETB triggers, this is easily one of the scariest cards in the deck.
25 Sigarda, Host of Herons - One of the only two cards in the game that stop sacrificing. I chose Sigarda over Tajuru Preserver because a 5/5 Flying Hexproof is pretty awesome compared to a 2/1 elf.
26 Ghave, Guru of Spores - Sac Outlet, token generator, and an awesome combo piece when paired with Mikaeus, the Unhallowed. A must have pair of cards for an ETB based Karador deck.
27 Duplicant - Non-specific creature removal that exiles and is returnable by Reveilark? The most powerful spot creature removal in the deck. Also great for tagging things like Lord of Extinction for an insta fatty.
29 Mikaeus, the Unhallowed - One of my personal favorites in the deck. Double ETB for all my non human creatures (Whoever decided to make him a non human lord is WOTC's biggest troll), and should always be paired with Ghave, Guru of Spores when possible.
30 Soul of the Harvest - The main card draw engine of the deck. Your hand will never be empty once this guy hits the board.
31 Sun Titan - Another deck favorite. A super versatile creature depending on whats in the yard. From everything to the obvious land ramping to the once a turn creature removal with Bone Shredder.
32 Sepulchral Primordial - I used to run Puppeteer Clique but this guy was way to juicy to pass up. Always return clones from your opponents yards. Hopefully you can figure out the rest.
33 Rune-Scarred Demon - Once i added this guy i never looked back. Be wary though, some people will not be a fan of you bringing this guy in 8 times in a turn and getting any 8 cards to your hand. Just a heads up...
34 Avenger of Zendikar - Another win con when paired with Craterhoof Behemoth. You can get 4 landrops a turn from Oracle of Mul Daya and any search land. Add in Sun Titan for extra fun.
35 Elesh Norn, Grand Cenobite - Win con if you want to go for an aggro approach. Great for pumping all the weenies in the deck.
36 Angel of Serenity - With sac outlets and grave return this guy becomes permanent creature exile. Also a large flying body is never a bad thing.
37 Vish Kal, Blood Arbiter - One of three free sac outlets in the deck and the only one that is a creature. Great for creature removal and can easily machine gun your opponents board. Also a great way to gain a ton of life in case you get knocked to low.
41 Craterhoof Behemoth - The win con card. Bringing this guy in 10 times in a turn can make for some very large creatures. Use altar of dementia to mill everyone to death, my personal favorite.
42 Avacyn, Angel of Hope - The best single card for protection in the deck. Always a great play in a format with so many wrath type effects
Spells
43 Entomb - I like having this card in my opening hand more than anytime else. Turn one Life from the Loam in the graveyard is one of my favorite plays. In later game, he is great for finding an answer or a combo piece.
44 Green Sun's Zenith - Can find so many important creatures in the deck. Plus casting this two turns in a row cause you got super lucky makes you feel awesome.
45 Life from the Loam - The favored dredge card. Once this hits the yard, its hard to miss a land drop.
Artifacts
47 Skullclamp - One of the best draw engines of the deck. Can give you crazy card advantage early game when combined with cards such as Wood Elves. Can also act as a sac outlet to small creatures.
48 Sensei's Divining Top - One of three of the top deck manipulation cards. The only one that's usable any time. Grab what you want off the top deck, then shuffle and repeat.
50 Altar of Dementia - The second free sac outlet of the deck. Use it to mill yourself and pump your graveyard or use it as a win con to mill people to death, which is incredibly easy in the deck.
51 Lightning Greaves - The only way to give a creature haste in the deck. Res it with Sun Titan the turn you cast him to trigger his ability a second time.
52 Nim Deathmantle - 4 mana grave blink isn't hard to do in this deck with a mana doubler out. Also great for saving those couple of creatures you actually do like to keep alive.
53 Crucible of Worlds - A great card early game with any of the search lands. Once you fill your yard a bit, you'll never miss a land drop.
54 Sword of Feast and Famine - Doesn't need much of an explanation. Great for exploding in board position or making a creature essentially unblockable.
55 Birthing Pod - The machine. A scary drop in this deck. If I actually cast this on turn three I normally am pretty set for the rest of the game.
Enchantments
56 Mirri's Guile - My personal favorite of the top deck manipulation cards. great when paired with Life from the Loam. Check the top then draw or dredge all three away.
57 Exploration - Biggest downside of the card is once you run out of lands in your hand, its pretty useless till you can refill your hand again. Combos well with Crucible of Worlds and other similar effects.
58 Sylvan Library - The final to deck manipulation card i run. Ive payed alot of life to this....
59 Survival of the Fittest - This is a card you don't want to run if your playgroup is not at least semi competitive. If this card doesn't get answered for a turn or two, its pretty hard to stop the advantage this card will provide you.
60 Pernicious Deed - A reusable board wipe with Sun Titan. Also great for keeping a handle on token decks.
61 Greater Good - The final sac outlet of the deck. Great for filling up both your hand and your graveyard. Good to get out Elesh Norn, Grand Cenobite before you can start sacing smaller creatures.
62 Mirari's Wake - Mana doubler and an anthem to boot. Cant ask for much more. Great to cast this, hit someone with Sword of Feast and Famine then have ten mana to use.
63 Privileged Position - One of the final pieces for the cant touch this theme. This and True Believer are always a great pair. "Yo Dawg. Nice Inferno Titan."
Planeswalker
64 Elspeth, Knight-Errant - The only Planeswalker i choose to run. Both of the first two modes are great and the third is amazing in EDH games if you can get it off.
Land
65 Bayou - Try to save for Wood Elves. Don't forget its a swamp for Crypt Ghast.
88 The Tabernacle at Pendrell Vale - Stops token decks from gaining to many creatures. I recommend using it as a sac outlet for Reveilark or creatures i want to have ETB again that turn through res effects later. Just takes a little planning ahead, which in one turn cycle of EDH could mean little considering how fast the board state can change. Also remember it can tap for mana with Urborg, Tomb of Yawgmoth.Just a heads up, this is a disliked card by many players for obvious reasons and often puts an immediate target on your back.
89 Buried Ruin - I always try to hold this in my hand until i have to play it or miss a land drop. Its great to play then get the birthing pod back my opponents just destroyed. I'm ok missing a land drop for that.
90 Vault of the Archangel - Great way to get large life swings and make your creatures tougher to deal with.
91 Strip Mine - Targeted land destruction. As a rule of thumb, i only destroy problem lands or enchanted lands.
93 Kor Haven - Great way to stop an unblockable commander coming in for 21. Make sure the people your playing with understand you only prevent the damage the attacking creature is dealing, not taking. Alot of people misread the card.
94 Homeward Path - I like to keep the creatures i cast. Useful against decks like my buddies Olivia Voldaren EDH deck or any blue deck.
So you cant do much without mana so i decided to go over it first. With this deck, I'd suggest always aiming for a 3-4 land opening hand or a 2-3 land opening hand if you have something like Life from the Loam or Mirri's Guile. I normally like to have Wood Elves, Solemn Simulacrum, or Oracle of Mul Daya out by turn four. By using Green Sun's Zenith early game to find eithier Wood Elves or Oracle of Mul Daya, you can ramp much more efficiently. Some people don't like to waste tutors on mana ramping but i find that in the deck its always worth it in the long run. Ill go into grave blinking these creatures to have tons of land drops in a turn in a later section.
The next major part of the mana base is getting out Urborg, Tomb of Yawgmoth. This can be tutored up by using Expeditionary Map or Knight of the Reliquary. Rune-Scarred Demon and Entomb can also find it but i try to save those for other things. Knight of the Reliquary is great because he can go find one of the pieces you would want, Cabal Coffers. Whats even better than Cabal Coffers is Crypt Ghast who can be tutored up many ways. The other land worth finding is obviously, Gaea's Cradle. Normally by turn four or five you should have enough creatures to make this a double or triple land. By turn eight it could easily be tapping for 10 green.
One of the best drops to have on turn three is Sword of Feast and Famine. I've had True Believer swinging with the sword so many times early game. It easily lets you drop all the cheap creatures and tech in your hand very quickly. The other mana doubler i find worth running is Mirari's Wake. The anthem it provides is an added bonus that not only make my creatures bigger, but helps with Disciple of Bolas type effects.
The final part of mana fixing is through using the graveyard. The two big cards that give us easy access to lands in our yard are Crucible of Worlds and Life from the Loam. As stated before, Turn one Life from the Loam in the graveyard, through Entomb, is insanely powerful. Once you've filled up the yard, as long as you have access to one of those cards, you should always have access to more land. Don't forget that Sun Titan can be quite useful when returning lands to play and mana ramping as well.
This thread is still being expanded upon and i will continue to update it when i have time. Constructive Criticism is always apreciated
1 Karador, Ghost Chieftain
Creatures
2 Fauna Shaman
3 True Believer
4 Grand Abolisher
5 Gaddock Teeg
6 Saffi Eriksdotter
7 Stinkweed Imp
8 Bone Shredder
9 Big Game Hunter
10 Wood Elves
11 Fierce Empath
12 Eternal Witness
13 Loyal Retainers
14 Hag Hedge-Mage
15 Knight of the Reliquary
16 Solemn Simulacrum
17 Disciple of Bolas
18 Crypt Ghast
19 Oracle of Mul Daya
20 Spike Weaver
21 Golgari Grave-Troll
22 Acidic Slime
23 Reveillark
24 Karmic Guide
25 Sigarda, Host of Herons
26 Ghave, Guru of Spores
27 Duplicant
28 Kokusho, the Evening Star
29 Mikaeus, the Unhallowed
30 Soul of the Harvest
31 Sun Titan
32 Sepulchral Primordial
33 Rune-Scarred Demon
34 Avenger of Zendikar
35 Elesh Norn, Grand Cenobite
36 Angel of Serenity
37 Vish Kal, Blood Arbiter
38 Angel of Despair
39 Novablast Wurm
40 Woodfall Primus
41 Craterhoof Behemoth
42 Avacyn, Angel of Hope
43 Entomb
44 Green Sun's Zenith
45 Life from the Loam
46 Natural Order
Artifacts
47 Skullclamp
48 Sensei's Divining Top
49 Expedition Map
50 Altar of Dementia
51 Lightning Greaves
52 Nim Deathmantle
53 Crucible of Worlds
54 Sword of Feast and Famine
55 Birthing Pod
Enchantments
56 Mirri's Guile
57 Exploration
58 Sylvan Library
59 Survival of the Fittest
60 Pernicious Deed
61 Greater Good
62 Mirari's Wake
63 Privileged Position
Planeswalker
64 Elspeth, Knight-Errant
Land
65 Bayou
66 Srubland
67 Savannah
68 Overgrown Tomb
69 Godless Shrine
70 Temple Garden
71 Verdant Catacombs
72 Marsh Flats
73 Windsweapt Heath
74 Twilight Mire
75 Fetid Heath
76 Wooded Bastion
77 Woodland Cemetery
78 Isolated Chapel
79 Sunpetal Grove
80 Command Tower
81 Reflecting pool
82 Urborg, Tomb of Yawgmoth
83 Cabal Coffers
84 Gaea's Cradle
85 Phyrexian Tower
86 High Market
87 Miren, the Moaning Well
88 The Tabernacle at Pendrell Vale
89 Buried Ruin
90 Vault of the Archangel
91 Strip Mine
92 Yavimaya Hollow
93 Kor Haven
94 Homeward Path
95 Swamp
96 Swamp
97 Forest
98 Forest
99 Plains
100 Plains
Commander
1 Karador, Ghost Chieftain
Creatures
2 Fauna Shaman - Great way to discard cards and search early on in the game. I normally try to get it out fast then use it to ramp my mana as quick as possible.
3 True Believer - Most people tend to overlook this card but it has saved my life countless times. In a format rampant with effects like Vicious Shadows and Necromancers Covenant , i am rarely disapointed to have this guy chillin in his triangle.
4 Grand Abolisher - I don't like people playing spells during my turn. Also essentially makes everything I cast my turn uncounterable.
5 Gaddock Teeg - I consider him a catch all when it comes to protection. Pretty much the only way to stop mass exile effects, Merciless Eviction, and mass bounce, such as Devestation Tide.
6 Saffi Eriksdotter - One of the most powerful cards in the deck. Pretty much a cheap Restoration Angel in this deck. Grave Blinking any of the ETB creatures in the deck is obviously great. Also good for saving things like Avacyn, Angel of Hope or Mikaeus, the Unhallowed.
7 Stinkweed Imp - AKA: Stinkweed Pimp. One of the three Dredge Cards i run in the deck. Gives major card advantage in the graveyard and is a great attack deterrent because people don't want to lose a creature or fill our yard. Of course that's what sac lands are for.
8 Bone Shredder - The reverse Karmic Guide. In this deck Echo becomes an awesome free sac outlet at the beginning of your turn. Normally there are plenty of targets to choose from but black is heavy in my playgroup which is why i also run the next guy....
9 Big Game Hunter - This guy is a house. He kills like 90% of commanders and the great creatures that most decks play. I always have targets to hit with this dude.
10 Wood Elves - Normally once i play him, ill have most the forest out of my deck in a couple of turns. A must in my strategy of mana ramping.
11 Fierce Empath - Can find about 1/3 of the creatures in the deck. And remember, if the Empath cant find it, Rune-Scarred Demon Always can!
12 Eternal Witness - Another EDH staple that excels even more than normal in this deck. Never a disappointing draw.
13 Loyal Retainers - Although i almost never use this guy to bring back Karador, he can give you major creature advantage. Evoking Reveilark with him and Karmic Guide in the graveyard is always a beautiful sight.
14 Hag Hedge-Mage - Other than Eternal Witness, the only easy way to return cards from your graveyard to hand. A little bit slower but still quite a useful card. Dont forget you can even use the second ability to make yourself discard.
15 Knight of the Reliquary - Cast. Urborg, Tomb of Yawgmoth. Cabal Coffers. Gaea's Cradle. Then he can die.
16 Solemn Simulacrum - Same explanation as Wood Elves. Major draw engine and mana ramp.
17 Disciple of Bolas - Although the lifegain is nice, the card advantage that this guy can provide is insane. The fact that he lets you sac a creature makes this guy a must in any Karador deck.
18 Crypt Ghast - Easy mana doubler once you have Urborg, Tomb of Yawgmoth out. I've had him out many games with all 4 Swamp type duel lands instead of Urborg and he still provides great mana advantage.
19 Oracle of Mul Daya - One of the most important cards in my deck. Top deck manipulation is a sub-theme of the deck and Oracle makes getting through the land in my deck a joke. Dont forget you can grave blink Oracle to gain additional land drops!
20 Spike Weaver - FFFFFFFFFFFFFFFFFFFFFFFFFFFOOOOOOOOOOOOOOOOOOOGGGGGGGGGGGGGG!!!!!!!!!!!!
21 Golgari Grave-Troll - Similar explanation as Stinkweed Imp. He can have a large body if you want keep your graveyard full.
22 Acidic Slime - A card many EDH players tend to undervaule. Non creature permanent removal then a death touch body. Most importantly, brought in by Reveilark.
23 Reveillark - One of the two all stars. Paired with Karmic Guide, the ability to return your graveyard to play becomes insanely easy. Normally if someone boardwipes and he is out, i actually end up with more creatures than when I started. With Soul of the Harvest and Karmic Guide alone, thats an easy four cards a turn.
24 Karmic Guide - At worst this card is, res a creature for 5 every turn. But however, when paired with any of the cards in this deck that allow multiple ETB triggers, this is easily one of the scariest cards in the deck.
25 Sigarda, Host of Herons - One of the only two cards in the game that stop sacrificing. I chose Sigarda over Tajuru Preserver because a 5/5 Flying Hexproof is pretty awesome compared to a 2/1 elf.
26 Ghave, Guru of Spores - Sac Outlet, token generator, and an awesome combo piece when paired with Mikaeus, the Unhallowed. A must have pair of cards for an ETB based Karador deck.
27 Duplicant - Non-specific creature removal that exiles and is returnable by Reveilark? The most powerful spot creature removal in the deck. Also great for tagging things like Lord of Extinction for an insta fatty.
28 Kokusho, the Evening Star - One of the Decks win cons and is explained in a later section. Also the most effective way to gain life, nect to Vish Kal, Blood Arbiter, in the deck.
29 Mikaeus, the Unhallowed - One of my personal favorites in the deck. Double ETB for all my non human creatures (Whoever decided to make him a non human lord is WOTC's biggest troll), and should always be paired with Ghave, Guru of Spores when possible.
30 Soul of the Harvest - The main card draw engine of the deck. Your hand will never be empty once this guy hits the board.
31 Sun Titan - Another deck favorite. A super versatile creature depending on whats in the yard. From everything to the obvious land ramping to the once a turn creature removal with Bone Shredder.
32 Sepulchral Primordial - I used to run Puppeteer Clique but this guy was way to juicy to pass up. Always return clones from your opponents yards. Hopefully you can figure out the rest.
33 Rune-Scarred Demon - Once i added this guy i never looked back. Be wary though, some people will not be a fan of you bringing this guy in 8 times in a turn and getting any 8 cards to your hand. Just a heads up...
34 Avenger of Zendikar - Another win con when paired with Craterhoof Behemoth. You can get 4 landrops a turn from Oracle of Mul Daya and any search land. Add in Sun Titan for extra fun.
35 Elesh Norn, Grand Cenobite - Win con if you want to go for an aggro approach. Great for pumping all the weenies in the deck.
36 Angel of Serenity - With sac outlets and grave return this guy becomes permanent creature exile. Also a large flying body is never a bad thing.
37 Vish Kal, Blood Arbiter - One of three free sac outlets in the deck and the only one that is a creature. Great for creature removal and can easily machine gun your opponents board. Also a great way to gain a ton of life in case you get knocked to low.
38 Angel of Despair - A must have card. Vindicate on wings. Enough said.
39 Novablast Wurm - Continuous board wipe who always gets though for 7 damage. Use Yavimaya Hollow to save one of your creatures a turn. Or just play Avacyn, Angel of Hope...
40 Woodfall Primus - Non-Creature Remvoal that hits twice on its own. Infinite with Mikaeus, the Unhallowed. Also has a nice sized trampling body.
41 Craterhoof Behemoth - The win con card. Bringing this guy in 10 times in a turn can make for some very large creatures. Use altar of dementia to mill everyone to death, my personal favorite.
42 Avacyn, Angel of Hope - The best single card for protection in the deck. Always a great play in a format with so many wrath type effects
Spells
43 Entomb - I like having this card in my opening hand more than anytime else. Turn one Life from the Loam in the graveyard is one of my favorite plays. In later game, he is great for finding an answer or a combo piece.
44 Green Sun's Zenith - Can find so many important creatures in the deck. Plus casting this two turns in a row cause you got super lucky makes you feel awesome.
45 Life from the Loam - The favored dredge card. Once this hits the yard, its hard to miss a land drop.
46 Natural Order - Same explanation as Green Sun's Zenith. Easy way to find Craterhoof Behemoth after casting Avenger of Zendikar
Artifacts
47 Skullclamp - One of the best draw engines of the deck. Can give you crazy card advantage early game when combined with cards such as Wood Elves. Can also act as a sac outlet to small creatures.
48 Sensei's Divining Top - One of three of the top deck manipulation cards. The only one that's usable any time. Grab what you want off the top deck, then shuffle and repeat.
49 Expedition Map - Urborg, Tomb of Yawgmoth, Cabal Coffers, or Gaea's Cradle are the three most likely targets. Depends alot on game state which ones your grabbing. great re usability with Sun Titan or Buried Ruin
50 Altar of Dementia - The second free sac outlet of the deck. Use it to mill yourself and pump your graveyard or use it as a win con to mill people to death, which is incredibly easy in the deck.
51 Lightning Greaves - The only way to give a creature haste in the deck. Res it with Sun Titan the turn you cast him to trigger his ability a second time.
52 Nim Deathmantle - 4 mana grave blink isn't hard to do in this deck with a mana doubler out. Also great for saving those couple of creatures you actually do like to keep alive.
53 Crucible of Worlds - A great card early game with any of the search lands. Once you fill your yard a bit, you'll never miss a land drop.
54 Sword of Feast and Famine - Doesn't need much of an explanation. Great for exploding in board position or making a creature essentially unblockable.
55 Birthing Pod - The machine. A scary drop in this deck. If I actually cast this on turn three I normally am pretty set for the rest of the game.
Enchantments
56 Mirri's Guile - My personal favorite of the top deck manipulation cards. great when paired with Life from the Loam. Check the top then draw or dredge all three away.
57 Exploration - Biggest downside of the card is once you run out of lands in your hand, its pretty useless till you can refill your hand again. Combos well with Crucible of Worlds and other similar effects.
58 Sylvan Library - The final to deck manipulation card i run. Ive payed alot of life to this....
59 Survival of the Fittest - This is a card you don't want to run if your playgroup is not at least semi competitive. If this card doesn't get answered for a turn or two, its pretty hard to stop the advantage this card will provide you.
60 Pernicious Deed - A reusable board wipe with Sun Titan. Also great for keeping a handle on token decks.
61 Greater Good - The final sac outlet of the deck. Great for filling up both your hand and your graveyard. Good to get out Elesh Norn, Grand Cenobite before you can start sacing smaller creatures.
62 Mirari's Wake - Mana doubler and an anthem to boot. Cant ask for much more. Great to cast this, hit someone with Sword of Feast and Famine then have ten mana to use.
63 Privileged Position - One of the final pieces for the cant touch this theme. This and True Believer are always a great pair. "Yo Dawg. Nice Inferno Titan."
Planeswalker
64 Elspeth, Knight-Errant - The only Planeswalker i choose to run. Both of the first two modes are great and the third is amazing in EDH games if you can get it off.
Land
65 Bayou - Try to save for Wood Elves. Don't forget its a swamp for Crypt Ghast.
66 Srubland - Don't forget Crypt Ghast.
67 Savannah - Save for wood elves but a great grab with Urborg, Tomb of Yawgmoth.
68 Overgrown Tomb - Same as Bayou.
69 Godless Shrine - Same as Scrubland.
70 Temple Garden - Same as Savannah.
71 Verdant Catacombs - Great for mana fixing and shuffling. All the searches can find any of the duals.
72 Marsh Flats - same as above.
73 Windsweapt Heath - same as above.
74 Twilight Mire - Great for filtering Crypt Ghast or Cabal Coffers mana.
75 Fetid Heath - Same as above.
76 Wooded Bastion - Another Filter.
77 Woodland Cemetery - having any of the duals in play will allow all these lands to ETB untapped.
78 Isolated Chapel - same as above
79 Sunpetal Grove - same as above
80 Command Tower - Commander staple.
81 Reflecting pool - More color fixing.
82 Urborg, Tomb of Yawgmoth - Great drop that doubles mana with Crypt Ghast or Cabal Coffers.
83 Cabal Coffers - See above.
84 Gaea's Cradle - The only green mana source you should ever need once the deck gets rolling. Pairs great with Survival of the Fittest and The Tabernacle at Pendrell Vale.
85 Phyrexian Tower - Great Sac outlet.
86 High Market - Almost as good as Phyrexian Tower.
87 Miren, the Moaning Well - Great to Sac Fatties to
88 The Tabernacle at Pendrell Vale - Stops token decks from gaining to many creatures. I recommend using it as a sac outlet for Reveilark or creatures i want to have ETB again that turn through res effects later. Just takes a little planning ahead, which in one turn cycle of EDH could mean little considering how fast the board state can change. Also remember it can tap for mana with Urborg, Tomb of Yawgmoth.Just a heads up, this is a disliked card by many players for obvious reasons and often puts an immediate target on your back.
89 Buried Ruin - I always try to hold this in my hand until i have to play it or miss a land drop. Its great to play then get the birthing pod back my opponents just destroyed. I'm ok missing a land drop for that.
90 Vault of the Archangel - Great way to get large life swings and make your creatures tougher to deal with.
91 Strip Mine - Targeted land destruction. As a rule of thumb, i only destroy problem lands or enchanted lands.
92 Yavimaya Hollow - Regenerates a creature. As stated before, keep a creature when you attack with Novablast Wurm.
93 Kor Haven - Great way to stop an unblockable commander coming in for 21. Make sure the people your playing with understand you only prevent the damage the attacking creature is dealing, not taking. Alot of people misread the card.
94 Homeward Path - I like to keep the creatures i cast. Useful against decks like my buddies Olivia Voldaren EDH deck or any blue deck.
95 Swamp
96 Swamp
97 Forest
98 Forest
99 Plains
100 Plains
So you cant do much without mana so i decided to go over it first. With this deck, I'd suggest always aiming for a 3-4 land opening hand or a 2-3 land opening hand if you have something like Life from the Loam or Mirri's Guile. I normally like to have Wood Elves, Solemn Simulacrum, or Oracle of Mul Daya out by turn four. By using Green Sun's Zenith early game to find eithier Wood Elves or Oracle of Mul Daya, you can ramp much more efficiently. Some people don't like to waste tutors on mana ramping but i find that in the deck its always worth it in the long run. Ill go into grave blinking these creatures to have tons of land drops in a turn in a later section.
The next major part of the mana base is getting out Urborg, Tomb of Yawgmoth. This can be tutored up by using Expeditionary Map or Knight of the Reliquary. Rune-Scarred Demon and Entomb can also find it but i try to save those for other things. Knight of the Reliquary is great because he can go find one of the pieces you would want, Cabal Coffers. Whats even better than Cabal Coffers is Crypt Ghast who can be tutored up many ways. The other land worth finding is obviously, Gaea's Cradle. Normally by turn four or five you should have enough creatures to make this a double or triple land. By turn eight it could easily be tapping for 10 green.
One of the best drops to have on turn three is Sword of Feast and Famine. I've had True Believer swinging with the sword so many times early game. It easily lets you drop all the cheap creatures and tech in your hand very quickly. The other mana doubler i find worth running is Mirari's Wake. The anthem it provides is an added bonus that not only make my creatures bigger, but helps with Disciple of Bolas type effects.
The final part of mana fixing is through using the graveyard. The two big cards that give us easy access to lands in our yard are Crucible of Worlds and Life from the Loam. As stated before, Turn one Life from the Loam in the graveyard, through Entomb, is insanely powerful. Once you've filled up the yard, as long as you have access to one of those cards, you should always have access to more land. Don't forget that Sun Titan can be quite useful when returning lands to play and mana ramping as well.