This is a list a card that have found once a slot in this deck and were cut at one point because of meta's evolution or better upgrades.
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High Market: Helps to protect our creatures against exile effects. With Glissa, an artifact-creature is better burrowed than exiled. Better option if you can afford it: Phyrexian Tower. Was cut for better utility lands.
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(3GG) Acidic Slime: Removal on a stick, but 5 mana is too slow.
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(2G) Awakening Zone: It is a multi-purpose ramp card. The Eldrazi Spawns created are also nice chumpblockers and are free fodder for Skullclamp.
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(2G) Beast Within: Cheap, fast and efficient removal. Can hit anything, even lands. The 3/3 Beast token is rarely annoying. Was cut for cheaper removals.
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(3+3) Burnished Hart: The Hart is a recurrable effective ramp card. Slower and less interesting than Sad Robot, it ramps yet better.
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(XGGG) Chord of Calling: Fetch for any creature in our library and put it directly onto the battlefield, at instant speed! Moreover, it has Convoke. But too much green-mana intensive.
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Dakmor Salvage: Dredge 2, comboes with Gitrog. Better with discard outlet.
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(0) Dryad Arbor: Only there ~~because~~ if we play Green Sun's Zenith (GSZ) for a ramp on turn 1. Still decent with Skullclamp and Loam.
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(1GG) Eldritch Evolution: A 1-use Pod cousin with a cheap mana cost. Its +2 cmc allows us more flexibility than Birthing Pod, but it's still a limited scale. Unfortunately, Eldritch Evolution is card-disadvantage and exiles itself. There are better tutor options.
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(2GG) Garruk Wildspeaker: This planeswalker is a polyvalent ramp card. We lose his value if he dies, but he's well protected by Glissa. His Ultimate can be game-ending with Avenger of Zendikar. Replaced temporarely by Skyshroud Claim (testing).
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(3BG) The Gitrog Monster: Draw engine with a relative cheap impressive body. Impressive with dredge effects. Was cut for cheaper card advantage options. Could come back.
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(1B) Golgari Thug: Recursion + dredge card. Removed because dredge isn't as necessary as before and we have enough recursion.
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(XG) Green Sun's Zenith: Aka "GSZ." It's like you put the creature from your library directly onto the battlefield, for just one extra mana. The "shuffle-back-to-library" is a nice bonus. If we start a game with it in our hand, we usually keep it to fetch Dryad Arbor on turn 1 for a fast and furious ramp. The only big inconvenient is its limitation to green creatures, which was the reason I cut it.
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(3BB) Liliana, Death's Majesty: All her loyalty abilities are useful to us! Her +1 dredges our deck for digging extra artifacts and produces a chumpblocker that defends the PW. Her -3 is an efficient reanimation spell that interacts well with her first ability. And her -7 is an easy-to-reach boardwipe. Was finally cut because I needed extra room.
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Mishra's Workshop: Since I revamped the deck and decreased the number of artifacts, it's often a dead card. Fortunately, I can use Urborg to help this land produce mana for my nonartifact spells.
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(1+B) Nihil Spellbomb: Our primary grave-hate solution (in conjunction with Bojuka Bog, Deathrite Shaman, and Phyrexian Scriptures). Its cantrip effect can turn into a draw engine with multiple successive Glissa's triggers. Outclassed by Soul-Guide Lantern, but could come back it addition to this one if we need more grave-hate responses.
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(2G) Nissa, Vastwood Seer
: Nissa's solid to dig extra forests out of the deck in the early game, and later on, she'll flip for drawing cards and ramping. Was cut for other card advantage options.
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(3GG) Nissa, Vital Force: Wait.. her emblem does what? And you get it on the next turn she arrived? Well, that's incredible. We use her mainly to get her emblem, by protecting her with a 5/5 and with Glissa. If this plan isn't possible, her built-in Nature's Spiral is still decent. Was cut because needed in another deck.
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(3) Pilgrim's Eye: Chumblocker that draws us a land. He's less effective than Sakura-Tribe Elder, but he chumpblocks better because he has flying (a weakness of this deck). He's fodder for Birthing Pod or Skullclamp. Recurrable ramp card with Glissa.
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Reliquary Tower: The tower that allows us to have a god-sized hand. Not really relevant here.
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(XB) Skeletal Scrying: Great casual draw spell.
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(3G) Skyshroud Claim: One of the best ramp spells. Can get two duals in one shot and put them onto the battlefield untapped. Tested in place of Garruk Wildspeaker, then replaced by Mana Crypt.
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(2B) Stinkweed Imp: It's a dredge 5 ability (great for digging extra artifacts and other dredge cards) and it's a wall that nobody wants to attack into due to its deathtouch-like ability. I've noticed that opponents tend to leave me alone if the Imp is around since it's a cheap and recursive creature that isn't worth someone else's removal (except maybe an exiling effect). Moreover, my opponents usually don't want to see that creature in my graveyard. Was cut for extra room, but could come back.
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(2G) Tireless Tracker: In this deck, the Tireless Tracker can quickly create a lot of Clue tokens. Slowly but surely, it will grow in size. So, it's a slow and efficient draw engine that can be turned into a beating creature.
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(G) Traverse the Ulvenwald: A ramp card early game. A great tutor mid/late game. Assuming we have Delirium (which isn't difficult in this deck), we can tutorize a nonbasic land or any creature for just one mana. Sad to had to cut it, but I needed a slot to bring back Scapeshift.
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(4) Treasure Keeper: We all love Cascade effects. Feels better with Meren.
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(4GG) Ulvenwald Hydra: Primeval Titan's "little" brother, still decent. It defends us against flying attackers (one of the weakness of this deck). I don't consider it as a real ramp card because its mana cost is too high. Was cut for cheaper ramp effects.
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(6GG) Vorinclex, Voice of Hunger: The apex of the pod chain. Huge body with trample that doubles our mana and neuters the opponent's mana base. Fits better to Stax strategies.