Glimmerpost, because I can. It nets me free life with no real consequence, especially after Rites of Flourishing comes out. Same thing with Pristine Talisman. These sources of life-gain let me recover from the first few turns to let me save my Fog effects. This allows me to protect both me and my Planeswalkers for more turns later in the game. The life-gain also helps me survive aggressive mono-Red strategies that employ the usage of direct damage and burn, as well as Hellrider, which Witchbane Orb doesn't stop.
Card descriptions:
Mainboard
Beast Within: Destroys and permanent I don't like and gives my opponent a creature that I don't care about with this deck.
Blunt the Assault: Fog + life-gain. When timed correctly, it's almost like two Fogs in one.
Clinging Mists: Fog + Fateful Hour bonus.
Contagion Engine: TurboFog decks usually wind up with a lot of mana and not much to do. This gives me a big one-sided board-wipe late-game and lets me proliferate my Planeswalkers' Loyalty counters.
Elixir of Immortality: Life-gain in a pinch and prevents myself from accidentally milling out before my opponent does.
Fog: Fog.
Glimmerpost: Bits of life-gain with no real draw-back. With Rites of Flourishing, I'm likely to get at least 3 out, if not the playset. 3 of them give me 6 life for nothing. 4 of them give me 10.
Increasing Confusion: Cast it early to get it into the graveyard. Flashback late with 10+ lands out for the game.
Jace's Archivist: Another good mill-oriented card. If my opponent's got a big hand, the Archivist dumps his, forces him to draw that many, and replenishes my own hand. And with only one of these guys in the deck, I don't have to use him if I don't want to.
Jace, Memory Adept: The main win-condition. Drop him with 6 or 7 lands out, and keep using 0, and protect him with Fogs until my opponent is dead.
Karn Liberated: Intimidation. If you can protect him with Fogs, he's a huge powerhouse in the late-game. He completely erases my opponent's threats the moment he comes out and then starts increasing Loyalty like nobody's business. If I restart the the game, good for me. If not, he already did his job of scaring my opponent into doing something drastic.
Pristine Talisman: More life-gain and ramp. Can't really go wrong there.
Rites of Flourishing: The main engine of this deck. Since my opponent's creatures don't particularly matter anyways, this more-or-less just benefits me. Double-draws and double-lands, with the advantage in my favor - gotta love it.
Tamiyo, the Moon Sage: With Fogs to protect her, the sky's the limit. Tap down a problematic permanent, draw a shit-load of cards because my opponent is swinging every turn, or just go for the gold and get a Tamiyo Emblem for infinite Fogs.
Thought Scour: Can-trip. Screws up Ponders and Werewolf flips. Also, it obviously helps with the mill and replaces itself right away. That's pretty good.
Volition Reins: It's a 6-mana "Gain control of target Planeswalker/Titan".
Sideboard
1x Beast Within: If I'm playing against super-friends, WRR, or anything with small amounts of big permanents, this is a big value card.
2x Creeping Corrosion: Stops Tezzeret, Agent of Bolas decks, Grand Architect decks, and Tempered Steel decks. Since those decks like to go into god-mode quite frequently, I decided that it would be nice to have a reset button in case I need it.
1x Jace, Memory Adept: Add a third to the mainboard against heavy Control or anything with an excessive amount of burn (because they'll know to save everything for Jace until he comes out).
3x Natural End: Naturalize + 3 life. With all of my extra mana, the extra 1 in the cost rarely matters.
2x Negate: Solid against just about everything but Humans and R/G Aggro. The only reason it's not main-board is because Human tribal decks only run 4-8 noncreature spells and with the prevalence of Human tribal decks in my local meta, it's not worth mainboarding.
3x Surgical Extraction: The last thing I want to do is mill a Frites or Solar Flare deck without Graveyard hate. So here we go.
3x Witchbane Orb: Destroys any rogue Curses flying around, but I mainly use it to stop direct damage like Shrine of Burning Rage and Inferno Titan.