Admonition Angel Adventuring Gear Aesi, Tyrant of Gyre Strait Akoum Firebird Akoum Hellhound Akoum Hellkite Akoum Stonewaker Ambrosia Whiteheart Architect of the Untamed Attercop Avenger of Zendikar Baloth Woodcrasher Belligerent Whiptail Beorn's Hospitality Black Chocobo Bloodghast Boughside Wanderers Bristly Bill, Spine Sower Brushfire Elemental Calcite Snapper Canopy Baloth Canyon Jerboa Caustic Crawler Choco, Seeker of Paradise Chocobo Racetrack Claim the Kingdom Cosi's Ravager Courser of Kruphix Dancing from Dark to Dawn Down in the Valley Dragonback Assault Dreadwurm Druid Class Dnedain Rangers Earthbender Ascension Elfsworn Giant Elven Raft-Steerer Embodiment of Fury Embodiment of Insight Emeria Angel Emeria Shepherd Eternity Vessel Eumidian Terrabotanist Eusocial Engineering Evolution Sage Fearless Fledgling Felidar Retreat Fledgling Griffin Floral Evoker Gandalf, Shadow's Foe Genemorph Imago Geode Rager Geyser Glider Geyserfield Stalker Glacier Godmaw Gladiolus Amicitia Glyph Elemental Grappling Kraken Grazing Gladehart Greensleeves, Maro-Sorcerer Groundswell Grove Rumbler Guardian of Tazeem Guul Draz Overseer Hagra Crocodile Hedron Crab Hedron Rover Hedron Scrabbler Icecave Crasher Icetill Explorer Ior Ruin Expedition Iridescent Vinelasher

Top deck manipulation is crucial to this deck and over time, became a consistent place for In Garruks Wake, Diluvian Primordial, and Blazing Archon to all see play
The end result is that in decks that are three or more colors, it's significantly harder to cut five or six lands and replace them with MDFCs while still having a mana base that is stable enough to avoid color screw and support your ramp
Malignus comes into play for five mana, and its usually somewhere between a 15/15 and 20/20 at least
Creatures you control gain that ability until end of turn
This makes the damage from Urza's Rage almost guaranteed