I'm going to take something like this to FNM. The general idea is to draw extra cards with the artifact draw spells so you can lock people out with combat damage prevention spells aka "fog". Ramp helps with that by making sure you have enough mana to draw and fog on the same turn. I've favored ramp that also thins the deck to increase odds of drawing a fog spell. I don't end up drawing from an empty library, because of Gaea's Blessing looping with Recollect. There's an obvious burn weakness.
How do you win? In the main board I only see fog, ramp and draw. Is it to mill them out by looping Gae's blessing and Recollect? At best you block 13 rounds of combat. That isn't enough to mill out a deck. If you moved Millstone to the mainboard maybe or threw in a planeswalker or something to just win. If you don't mind slipping into blue for a bit Psychic corrosion is a legitimate win condition. Wildest dreams also get you back some fogs if you find you need that more.
4 Haze of Pollen
4 Root Snare
4 Beneath the Sands
4 Grow from the Ashes
1 Gaea's Blessing
1 Recollect
4 Arcane Encyclopedia
4 Powerstone Shard
3 Sunset Pyramid
3 Urza's Tome
4 Zhalfirin Void
4 Evolving Wilds
12 Forest
4 Luxa River Shrine
3 Sequestered Stash
3 Heroic Intervention
2 Millstone
2 Naturalize
1 Recollect
I'm going to take something like this to FNM. The general idea is to draw extra cards with the artifact draw spells so you can lock people out with combat damage prevention spells aka "fog". Ramp helps with that by making sure you have enough mana to draw and fog on the same turn. I've favored ramp that also thins the deck to increase odds of drawing a fog spell. I don't end up drawing from an empty library, because of Gaea's Blessing looping with Recollect. There's an obvious burn weakness.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries