Play a land from your hand, or the top of your library, or have a creature play lands for you. Lands are reliable, as they're expensive to remove.
Land is love.
Land is life.
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Early game is all about lightning fast ramp. Example:T1: Forest into Elvish MysticT2: Forest and Elvish Mystic into a Sylvan Caryatid, play a second Forest and move into a second Elvish Mystic.
Mid game is about setting up the land engine. Your friends here are:Courser of Kruphix, Enter the Wilds and Burnished Hart.
Late game is about being too much for even control to deal with. By now you should be playing Colossus of Akros and Worldspire Wurm. It's useful if Archetype of Endurance is out too.
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Notes:
Temple of Abandon and Temple of Plenty provide the obvious scry, however when paired with your mid-game land engines it helps to keep lands on top of your library to ensure you're playing at least one land a turn.
The idea behind this deck is to try get lands out, because creature ramping and devotion alone is too vulnerable to board wipes and removal.
Mistcutter Hydra, Savage Summoning, Rootborn Defenses, Primeval Bounty and Mending Touch help against control's wrath, removal and counters. Primeval Bounty in particular is a powerhouse against control.
Mending Touch, Rootborn Defenses, Sylvan Caryatid, Nylea's Disciple, Fog and Burst of Strength help deal with aggressive combat and removal. Stalling, life gain and rushing out lands help to push their attack back until you have an army and a gg.
Midrange dies 'cause I'm bigger.
Playing a Worldspire Wurm is exhilarating.