Of all the decks I own, this one is my favorite. It uses a mishmash of different styles, which I'll get to in a moment, all built on one foundation: ramp. The deck uses tons of ramp to cast a lot of spells or very expensive ones - or, in some cases, lots of very expensive ones.
So first, the ramp package. These cards get all the mana you need into play, and then some more for good measure. Here they are:Cultivate,Kodama's Reach,Explosive Vegetation,Skyshroud Claim,Tempt with Discovery: These are simple; they're sorceries that get you more lands. These are part of many deck's ramp packages, and are good.
Mana Crypt,Sol Ring: Mana rocks. Again, these are part of many decks (well, Sol Ring is - the Crypt's pretty pricey, though). I don't really need to explain these.
Birds of Paradise,Deathrite Shaman: Mana dorks. Two of the best. They also double as the 1-mana creatures in Birthing Pod chains, obtained through sacrificing Dryad Arbor. More on that later.
Exploration,Oracle of Mul Daya,Kiora, the Crashing Wave,Azusa, Lost but Seeking: Allows you more land drops each turn. Great for getting rid of excess lands so Damia can draw more.
Solemn Simulacrum,Burnished Hart: Again, two goodstuff-esque ramp cards. Don't need any explanation.
Tezzeret the Seeker : The primary reason for the artifact lands. He can fetch any of them, or the Mana Crypt and Sol Ring.
Burgeoning: Helps get rid of excess lands and allows you to play more each cycle. Due to relying on consistently having lands in hand for both you and the opponent, it's one of the worse cards in the deck, but it still has its uses.
Manabond: My favorite ramp card in the deck. Allows you to dump tons of land into play (I once got an opening hand that was this and 6 lands. That game ended when I played Tooth and Nail entwined on turn three) and empties your hand for Damia, giving you a fresh hand of seven. Obscenely good in this deck.
So, with the ramp covered, let's take a look at what the deck actually does with all that mana. The deck uses mixes multiple different playstyles to achieve victory: Damia combined with the obscene amount of mana you'll have allow you to play tons of cards and just draw more; Birthing Pod, Survival of the Fittest, and the dredge/recursion cards allow you to use graveyard-based strategies, and the spot removal and answers allow for board control.
The deck was originally built around continuously drawing and playing threats with Damia, but lately I've done that less and less in favor of more graveyard shenanigans. That being said, there's still tons of stuff to draw and play with her. Key threats include Vorinclex, Voice of Hunger, Ulamog, the Ceaseless Hunger, and Kozilek, Butcher of Truth. It also has green staples Avenger of Zendikar and Craterhoof Behemoth, which are usually ideal Tooth and Nail targets.
Graveyard tactics are next. This deck features two dredge cards: Life from the Loam and Golgari Thug. Life from the Loam works well with fetches and the thug is great with Birthing Pod and Survival of the Fittest. Typically this strategy involves using Birthing Pod, Survival of the Fittest, the dredge cards, and recursion (such as Eternal Witness, Chainer, Dementia Master, and Jace/Snapcaster Mage) to use your graveyard to your advantage.
Lastly, the answers. This deck likes having things on the field, so it favors spot removal instead of boards wipes. The removal package is comprised largely of Beast Withing, Maelstrom Pulse, and Vraska the Unseen, as they can all hit any permanent. Krosan Grip is also great for having split second.The counterspells are next. When I make a deck, I try to limit myself to only the most essential counterspells. These include Counterspell (obviously), Voidslime (the ability to stop abilities makes it, in my opinion, one of the best counters ever printed, and well worth the extra mana and he card slot), Forbid (the buyback cost has amazing synergy with both Damia and the deck's graveyard elements), Mystic Snake (it can be grabbed with Survival of the Fittest. Enough said), and Cryptic Command.On the subject of Cryptic Command, it's also part of the third category of answers: cards that stop an opponent's attack. This includes Cryptic Command (tap down their field before they swing) and Sudden Spoiling (turn their field into 0/2's, with the bonus that split second protects it from counterspells). Cyclonic Rift is also good for this purpose, but my playgroup won't let me run it, so it's not in here.
Anyway, that about sums up the deck. If you having any suggestions or critiques, they'd be much appreciated.