Win Conditions:
Aggro and Mill
Blockers:
Birds of Paradise and Hedron Crab (as well as Wurms produced by Wurmcalling)
Mana Ramp:
Birds of Paradise and Scouting Trek + Clear The Land
Deck Control:
Mystical Tutor and Soothsaying (esp. with Mana Ramp)
Drawing:
Blue Sun's Zenith (esp. with Mana Ramp)
Sustain:
Stream of Life (esp. with Mana Ramp)
Aggro:
Primordial Hydra (esp. with Mana Ramp) and Wurmcalling (esp. with Mana Ramp)
Mill:
Hedron Crab (esp. with Scouting Trek + Clear The Land), Clear The Land and Blue Sun's Zenith (esp. with Mana Ramp)
Control:
Power Sink (esp. with Mana Ramp)
Early Game:
Focus on getting Hedron Crab out. If not feasible, move to mid-game and scrap the idea of milling, switching only to aggro.
Mid Game:
Focus on getting one Scouting Trek and as many Clear The Lands as possible. Use Soothsaying and Mystical Tutors if able to. Play Scouting Trek, then in subsequent turn(s), play as many Clear The Lands as possible. Clear The Lands makes them exile up to 5 cards apiece, and when paired with Scouting Trek, allows you to stack the deck to ensure that every card on the top of the deck is a land. If Hedron Crab is out at this point, one Hedron Crab with one Clear The Land with 5 lands on top means that your opponent has been milled for 15.
Late Game (Mill):
If the opponent got hit by Clear The Land(s) AND Hedron Crab(s), and has less than 30 cards left, this is viable. Hit them over and over with Blue Sun's Zenith at maximum mana, forcing them to draw and draw and draw some more. Use Mystical Tutor to relocate Blue Sun's Zenith in your deck, and do it again. Clear The Land guarantees 5 off the top of their deck, as well, and more if Hedron Crab(s) are in play and you pull lands.
Late Game (Aggro):
Recast Wurmcalling over and over to get weak blockers, or cast once per turn at maximum mana for a big threat. Cast Primordial Hydra at maximum mana, and protect him with control until he can stomp over everything the opponent has.
SIDEBOARD:
Upwelling allows you to store up extra mana each turn. Paired with Seedborn Muse, you gain a distinct mana advantage every turn, and also gain aggro capabilities.
Seedborn Muse allows you to untap your lands every other players' turn, as well as your creatures, essentially providing you the ability to both attack and block every opponent with every creature, not to mention improved ability to use instants and abilities.
Capsize allows you to have greater board control, delaying the opponent's acceleration and providing another monkey wrench to prevent combos.
Ambassador Laquatus is extremely potent with mana ramp in a mill deck, allowing you to force opponents to mill one card per one mana. Paired with Seedborn Muse, which untaps lands on each other players' turns, this is a huge threat.