Since many green ramp cards put lands from your library directly into play, theyre perfect to trigger landfall abilities
If you decide to keep her away from the action, she can quest for a single lore - but, again, with the right cardplay, you might be able to send her questing multiple times in the same turn, stacking up a bigger pile of lore

Okay, here is the full decklist: Creatures (28) 1 Mother of Runes 1 Solemn Simulacrum 1 Weathered Wayfarer 1 Adarkar Valkyrie 1 Knight of the White Orchid 1 Wall of Omens 1 Sun Titan 1 Eldrazi Displacer 1 Remorseful Cleric 1 Giver of Runes 1 Charming Prince 1 Luminous Broodmoth 1 Esper Sentinel 1 Nadaar, Selfless Paladin 1 Cloister Gargoyle 1 Dawnbringer Cleric 1 Radiant Solar 1 Sanctuary Warden 1 White Plume Adventurer 1 Goliath Paladin 1 Seasoned Dungeoneer 1 Space Marine Devastator 1 Loran of the Third Path 1 Platoon Dispenser 1 Distinguished Conjurer 1 Zenith Chronicler 1 Guardian of Ghirapur 1 Guardian Scalelord Lands (39) Spells (33) 1 Wrath of God 1 Scroll Rack 1 Swords to Plowshares 1 Land Tax 1 Sol Ring 1 Skullclamp 1 Reconnaissance 1 Allay 1 Ghostway 1 Cauldron of Souls 1 Swiftfoot Boots 1 Conjurer's Closet 1 Eerie Interlude 1 Blackblade Reforged 1 Cleansing Nova 1 Crush Contraband 1 Generous Gift 1 Arcane Signet 1 Tome of Legends 1 Soul-Guide Lantern 1 Commander's Plate 1 Secret Rendezvous 1 Sword of Hearth and Home 1 Teleportation Circle 1 Immovable Rod 1 Thorough Investigation 1 Dungeoneer's Pack 1 Trailblazer's Torch 1 Lae'zel's Acrobatics 1 Legion Loyalty 1 Contraband Livestock 1 Sarevok's Tome 1 Lay Down Arms Here are the deck stats from our friends at Archidekt: What must-have cards might I have missed including here

The free disruption from Disrupting Shoal helps ensure that Merfolk can't race seven evasive points of damage
Lastly I am skipping the very powerful cards like Searing Blood and Blaze
As per rules 312.2, if a scheme card would leave the command zone, it stays in the command zone