+Consecrated Sphinx: This card is very good, but I decided not to include it in the first decklist because I wanted more draw spells that provide more immediate payoff. Rhystic Study doesn't provide immediate payoff, but it costs half as much as the sphinx so we're more likely to play it while we're setting up a combo and not while we're in the process of executing it. If I get one I will try it out, but I expect to stick with draw spells like Windfall and Brainstorm.
+Scroll Rack: It seems very good since we already have a lot of library manipulation and shuffle effects. It's also possible to abuse it with Derevi's untap triggers. I just don't have it in the decklist because I don't own one, but when I get one I will definitely try it out.
+Concordant Crossroads/Thousand-Year Elixir: I often feel neutered by the fact that I can only combo with a mana dork the turn after I play it, which is an ailment that would be amended by either of the above cards.
+Laboratory Maniac: I have considered adding him as a win condition, but I have opted not to because he does nothing when we aren't comboing off. My other win conditions have utility outside of combos.
+Force of Will/Force of Negation/Misdirection: I like all of these effects, but the deck is mostly green so I'm not sure if I can support them. They also force card disadvantage, and this deck's card draw is weaker than its disruption at the moment.
+Edric, Spymaster of Trest: I love this card. Sometimes it is powerful, one-sided draw, but others times it gives my opponents more value than it gives me. It seems like a meta-call card and I'm not sure it would be great in mine since there are plenty of creature decks like Edgar Markov.
+Pact of Negation: We are a combo deck, and this card is excellent for protecting a combo, but it's steep if we're using it for any other purpose. If I get one I will test it out and see what I think.
+Tooth and Nail: get Deadeye Navigator + Peregrine Drake
gg. I think I can set up combos well enough without an effect that costs this much mana, but if I find myself wanting a card that can single-handedly set up a win I will add this one.
+Mana Drain: The reason this is not in the deck is because I don't own one. When I get one it will replace Counterspell or Memory Lapse.
+Prime Speaker Vannifar: Birthing Pod is super good in this deck, but this one can't be activated the turn it comes out. But, if I want to lean into the Birthing Pod strat more redundancy would be a good thing.
+Quirion Ranger: This is a personal favorite card of mine. It allows some crazy fast ramp with other mana dorks, and it allows us to abuse landfall effects. It seems too situational a lot of the time though.
+Bring to Light: The list that I play with isn't exactly the same as this one because I am missing a small number of cards. This is one of my placeholders, but it does work so it might find a home in the final decklist.
-Freed from the Real: This is one of my main combo cards, but I find I go off with this one far less frequently than with my other combo cards. When I combo with Deadeye Navigator or Ghostly Flicker I also get to lock my opponents out of the game even if I can't win on the spot. Lastly, Freed from the Real can tap down opponents creatures if I need a psuedo-removal spell, but it has very little utility outside of combos compared to Deadeye Navigator, Ghostly Flicker, and Maze of Ith. Removing Freed from the Real would require no other changes to the deck, and wouldn't affect our capacity to combo that much, so I am considering replacing it with more card draw or utility.
-Azorius Chancery, Simic Growth Chamber, Selesnya Sanctuary: These lands let our ramp creatures that untap lands produce more mana, generate more landfall triggers, and make it generally easier for me to combo off with Deadeye Navigator and Freed from the Real. But, when not doing these things they can be very clunky. I would probably replace them with Sunpetal Grove, Hinterland Harbor, and Glacial Fortress if I did make the cut.