Ramp
Deathrite Shaman: $5 is within budget, but it can't put in immediate work in formats without fetchlands (which is probably why its banned in modern and legacy). Other use cases are alright.
Sakura-Tribe Elder: At 2 mana its clogging the 2 drop slot. Block and sack is useful though.
card:Death Prophet: 3 different options for how to use it, but it's extremely slow.
Elvish Mystic: Forget the self mill and just ramp.
Self Mill
Grisly Salvage: Instant speed and can choose a land or a creature. Can be used as a combat trick to pump anything you're swinging with at the last second. Huge downside with it not being a creature.
Mulch: You'll draw all the lands, but its sorcery speed and can't get you a creature when you really need it. In the best case scenario (assuming you're going first with 2 lands in hand and not drawing any lands, and cast Mulch on your 2nd turn) playing Mulch has a 82.6% chance of showing you one or more lands and a 42.8% chance of showing you 2 or more lands. I'd rather take the satyr when Mulch's upside is worse than a coin flip.
Glowspore Shaman: 3/1 statline is great and fix your next draw into any land. Mill fast, but draw slow. Better than it looks if your deck runs lands with a wide variety of special effects. This one doesn't.
Beaters
Splinterfright: On average it's a 2/2 by turn 3. Any turn after that and he's a game ending threat. Not enough utility for me.
Deathmist Raptor: One raptor can bring back the entire pack. It is probably the best budget friendly, immediately into the battlefield, self recurring creature in the game. Run around 6 other morph cards (Den Protector, Bane of the Living, and Grim Haruspex are worth looking into) and I think you'll have a competent morph shell.
Rakshasa Deathdealer: Very flexible cards tend to be good, and this one is budget friendly. It has no graveyard synergies, which makes it better against people who will exile your graveyard.
Wreath of Geists: Enormous buff for 1 mana that makes your opponent weary of your 1/1s. Not being a creature hurts and the body needs trample to truly shine.
Rancor: Turn anything into something that can punch face. Really good on Fiend Artisan.
Bombs
Ghastly Conscription: Absolute meme finisher. Sure you could put in a card that would actually win on the spot if you're in the position to cast this, but in a casual environment this is the card they'll remember you for.
card:Ghouletree: Good card that has some safety against graveyard exiles. 10/10 in stats even for 5 mana is really good.
Molderhulk: This is only better than Ghoultree if you're running a ton of lands with special effects.
Nemesis of Mortals: Some people have found success with this thing so I won't call it bad, but I don't think its worth running over Ghoultree.
Doom Whisperer: This is an incredible card. Surveiling can fix your draws and pump graveyard scaling threats to end the game. The card has a notable price tag, and Kessig Cagebreakers tends to do its job better.
Ishkanah, Grafwidow: Shuts down aggro. With Spider Spawning you can threaten to drain someone of their entire life total. You may not have delirium triggered by turn 5, which makes her unreliable.
Tasigur, the Golden Fang: He's useful and you can delve to reduce the cost, but he interferes with delirium.
Jarad, Golgari Lich Lord: A 4 mana Splinterfright/Fiend Artisan/Boneyard Wurm. His only upside is his garbage recursion ability and the ability to sac something to hurt someone, which is only useful if your playgroup has someone who makes swinging through difficult.
Izoni, Thousand-Eyed: On entry swarms the board. And then sacrifice anything for life gain and card draw. I prefer Soul of Innistrad since that card can interact with the graveyard better at 6 mana, but Fiend Artisan can make any ETB creatures work.
Utility
Creeping Renaissance: Late game when everyone's top decking and drawing lands you can flash this back to draw 7 creatures. 7 mana is too much though.
Nyx Weaver: I've run this for a long time, but its body isn't useful enough. Good with Delirium.
Tireless Tracker: Card draw and a beater in one. It just costs $5 and isn't as good without fetch lands.
Collective Brutality: Discard a bunch of creatures from hand to pump while pulling off a wide variety of effects. Its a good card, but I think it favours reanimator and delirium strategies more.
Planeswalkers
Garruk Wildspeaker: he's just a solid planeswalker and a worthwhile investment for his $5 price tag. Has no real synergies with this deck besides doing green things.
Garruk, Cursed Huntsman: I really like this card's effects. But I think he's 1 mana too expensive to be any good. His -3 really should've let him destroy a nonland permanent.
Liliana, Waker of the Dead: Graveyard synergies, but making yourself discard isn't that good in this deck.
Liliana, Death's Majesty: Incredible graveyard synergy, despite not being black and green. I haven't tried her out long enough to know if she's good.
Nissa of Shadowed Boughs: Really tried to make her work but her synergies aren't great. She's "practically" 3 mana, but using your lands to fight is a risky strategy if they get killed since this deck doesn't win on turn 4 or 5 normally. Her ultimate is also less useful than Liliana, Death's Majesty's second ability due to the land restriction. If you run cards like Sakura-Tribe Elder she might be better.
Board Clears
Bane of the Living: Kills itself if it morphs for 3 or more, but it is a board clear on a creature that doesn't cost 7 mana. Pernicious Deed tends to be better in a lot of cases. If your deck runs a morph package, you can get some great mind games.
Removal
Ravenous Chupacabra: I haven't tested this out because of the 4 mana price tag. However, it might be worth trying just because its ETB plays nice with Fiend Artisan.
Wicked Wolf: I mean its a 3/3, but without the food synergy just run Ravenous Chupacabra.
Sever the Bloodline: The only kill spell that can be cast from the graveyard. I have tried running one copy of this just as an emergency button. Its use case tends to not show up very often.
Eat to Extinction: Exiling might be useful in the right matchup, but between Necrotic Wound and Murderous Rider there's no creature or planeswalker threat you can't deal with. Sever the Bloodline is better in most cases.
Fatal Push: Costs like a dollar each and is used by a wide variety of decks. Could easily give this a go.
Lands
Castle Locthwain: Good card draw engine for late game, but the swamp requirements make it better for people with swamp forests like Overgrown Tomb.