These are the text for cards which have been swapped out. They're here for general information and in case they're added back in I can just copy and past. I didn't think to do this from the beginning of this deck. Thus, cards removed early on weren't saved.
Authority of the Consuls - We're trying to lock-off our opponents where we can. This card turns off any haste shenanigans and also helps to pad our life. This can also check any opponents who believes creating infinite creature tokens is a good idea.
Burgeoning - Works in a similar manner to Exploration except we get an extra land drop every time one of our opponents play a land. Burgeoning is at its best when it's in our opening hand along with a lot of lands or when our Life from the Loam engine is going.
Looking at the change log it becomes apparent Burgeoning goes in and out of deck like a house cat. In my opinion it's the lesser of Exploration. Without a card that gives us a larger or unlimited maximum hand size when we go through a turn of chaining enchantments and drawing cards when we go to discard lands are going to be one of the first things we discard. We can pick them up later with the afore mentioned Life from the Loam. "What about Reliquary Tower ?" can be heard on the wind. The bottom line is we're a three colour deck playing an above average number of basics. We simply cannot add a land that doesn't produce at least one of our colours. Reliquary Tower 's effect is just too narrow.
Canopy Vista & Prairie Stream - Tango lands in most decks will come into play tapped. For us it isn't unreasonable that they don't.
Copy Enchantment - One of the great aspect of Commander/EDH is that it's a singleton format. Copy Enchantment, and its fellows, are wildcards. Allowing us to make a copy of one of our key enchantments or to make a copy of something interesting our opponents have played. What's better than one good card? Two good cards!
Destiny Spinner - An interesting addition from Theros Beyond Death. It stops creatures AND enchantments from being countered. This is is a unique combination as before creatures with this type of ability would only stop creatures from being countered, like Gaea's Herald, or just one tribe, Root Sliver. This also comes with a not-to-be-underestimated bonus ability of changing a land into a creature with power and toughness equal to the number of enchantments we control. A potentially game ending ability especially when we're generating a ton of mana.
Humility - Another card to help us fumble around and slow down the amount of damage that we and our Planeswalkers take. Combined with any of our attack-taxing cards make the combat step all but fruitless for our opponents. We should be aiming to play this card when we're going for an card:Earthcraft(TMP) infinite token win as we'll only have one untapped squirrel or Pegasus to block. We can also play it to help preserve our life from an opponent whose gotten off to a very fast start or is threatening to kill us with an attack on their next turn. card:Humility(TMP) has the added benefit of stopping ETB effects and any blinking decks dead in their tracks. Of course if there's any Voltron players at the table they may just shake your hand. Humility doesn't do anything about +1/+1 counters, auras or equipment.
Horizon Canopy - When enchantresses aren't enough this land will replace itself. Not sure if the new Canopy lands will be added. Green and white are our primary colours and we really don't need that much more draw. For that reason Waterlogged Grove won't be coming into the deck and Horizon Canopy is likely the next land on the chopping block when something better comes along.
card:Imprisoned in the Moon(EMN) - One of the great things about Commander/EDH is building a strategy around a single card in a 100 card deck and the death of our Commander/General doesn't mean that strategy isn't dead in the water. With card:Imprisoned in the Moon(EMN) we're removing a creature's abilities and the body AND keeping it in play. In some decks, if not most, getting rid of a commander puts the brakes on the deck. They also don't have the option of putting the card back in the Command Zone. card:Imprisoned in the Moon(EMN) also gets rid of other problem creatures and Planeswalkers and bleaches the text off problem lands. Enchantment removal is a little light in Commander so the card may just be stuck. If card:Imprisoned in the Moon(EMN) is targeted for removal we can Strip Mine or Wasteland our opponent's Nicol Bolas, God-Pharaoh.
Karmic Justice - Solid rattlesnake card which should dissuade our opponents from destroying our non-creature permanents (which is most of our deck). A couple of things. Karmic Justice doesn't work against effects that make us sacrifice or exile. It will trigger when it's destroyed, so long as an opponent destroys it.
It will also destroy permanents equal to the number destroyed even if it was a single spell. For example if Tranquility destroys eight of our enchantments we'll get to destroy eight of the casters permanents.
Oath of Teferi - Another piece to help us close out the game. Allowing us to untap lands multiple times with Garruk Wildspeaker, Estrid, the Masked & Teferi, Temporal Archmage. It's also quicker to set off our Commander's ultimate, and potentially sticking around. Like with Estrid's Invocation it combos well with Eidolon of Blossoms if we flicker out one of our enchantments we can get an extra card at the end of turn. All of that being said Oath of Teferi is a win more and pulls our curve up. This would be an easy cut at some point in the future.
pro-tip when I get Oath of Teferi on the battlefield with multiple Planeswalkers I turn them to the tapped position when I've used them once and upside down when they've been used twice. We can take long turns at this point of the game and we want everything to be clear and fair to our opponents.
Norn's Annex - Another layer to the pillow fort which helps protect Estrid, the Masked and our other Planeswalkers. This one makes our opponents pay in blood not mana. It is easier to beat than Ghostly Prison, especially if we're playing opponents with laying around. AND most players will have some spare life to pay. On the other hand we can play this as early as turn 2. Plus, a tax is still a tax. This card plays well with Mirrormade when the need arises.
card:On Thin Ice(MH1) - This card is one of the reasons we're running so many basic lands (card:Land Tax(LEG) and card:Back to Basics(USG) are the others). One and remove a blocker is great in most decks. Also, being one cheaper than Darksteel Mutation can be relevant. If you believe Darksteel Mutation would fit better than card:On Thin Ice(MH1) that's fine. There are pros and cons both ways and came down on card:On Thin Ice(MH1).
Rising Waters - The "fair" version of Winter Orb. With Estrid, the Masked
and our other planeswalker's ability to untap lands, preferably ones with auras, Rising Waters helps lock out our opponents without interrupting our play too much.
Root Maze - Playing very few artifacts pays off again! Played early it will stifle the development of our opponents who are playing greedy mana bases that expect to chain mana rocks together. Later on it combos well Winter Orb, Static Orb and Stasis.
Smothering Tithe - Another way to tax our opponents and hard. Don't underestimate the ability to generate extra bits of mana every turn, especially in the early game. Our opponents can also help us out with their Rhystic Study and Consecrated Sphinx like cards. It may also give them second thoughts on casting Windfall or Winds of Change and anything that makes our opponents second guess themselves is a good thing.
Starfield Mystic - Much of what was said about Herald of the Pantheon 's first ability can be applied here as well. It's here to reduce the cost of enchantments. Its second ability can't be leveraged very well in this deck. It would shine most in a deck with many sagas or enchantments that sacrifice themselves, for example Seal of Removal. If you can only find room for one of Starfield Mystic or
Herald of the Pantheon leave the Mystic in your trade binder.
Teferi, Temporal Archmage - Like with our Commander and Garruk Wildspeaker Teferi, Temporal Archmage is primarily here to untap our lands, up to four at a time, with with his down tick. Sometimes we just need another card and we'll +1 in combination with Enlightened Tutor or Hall of Heliod's Generosity. His ultimate may as well not be there as it doesn't really advance our strategy.