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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.