The basic idea is to interrupt your opponent's land base while taking advantage of your creature mana sources. While this is a "combo deck" many of the cards interact/compliment each other. You never have to rely on resolving a single card to win.

Creatures:

4x Birds of Paradise and 4x Noble Hierarch: Turn one drops that accelerate you into a strong turn two. Equally as important, both are mana sources that stick around after the land destruction hits the board.

4x Knight of the Reliquary and 3x Terravore : While these are already both strong creatures in legacy, they compliment the theme of the deck and become huge beaters.

2x Qasali Pridemage: Just an incredibly strong, versatile creature. As the only removal in the deck, he can take care of those Metalworker s, Lodestone Golems, or Goblin Charbelcher s.

3x Sylvan Caryatid: Helps slow the game down, buys time to get the board how I want it, and helps fix mana. If I had to cut a card however, this would be it.

Land Destruction:

4x Impending Disaster : This is a very fun card. If played on turn 2, your opponent has to decide whether to hold onto lands or play into the trap. If they choose to hold onto lands then their tempo is severely disrupted. If they choose to play into it then they risk having a sub-optimal board state after it goes off. By the time it goes off you want to have either Crucible of Worlds, Knight of the Reliquary, or Terravore in play, which shouldn't be too hard.

4x Armageddon and 3x Ravages of War: These essentially freeze the board state, so you want to ensure you have some kind of advantage before letting loose. Advantages come from land in hand, mana sources as creatures, creatures that benefit from land in graveyard, and of course Crucible of Worlds in play. Seven might be a bit much for a single card. Drawing multiples are often dead cards. That being said, many opponents concede upon it resolving.

Lands:

4x Land Tax: There's a reason this used to be banned. Filters lands out of your deck, ensures you hit all three colors, nets you card advantage. Awesome to play on turn 2 after opponent already has 2 lands in play. Although Land Tax is ridiculously good, it does cost tempo, and doesn't necessarily fit the theme of this deck.

Dual lands are a must in three color legacy. Fetchlands get you the mana base you need and slims the deck down a bit. It is important to note that there are just enough basic lands to have Land Tax trigger twice. Maze of Ith, Sejiri Steppe , and Wasteland are awesome targets for Knight of the Reliquary. Fetchlands and Wastelands combo with Crucible of Worlds, the latter will end games by itself.

In Summary: This deck has really surprised me with it's performance. It's quick enough to deal with combo decks, creature-heavy enough to buy time against zoo, and has enough threats to frustrate control. However, I haven't played it enough to find it's weaknesses. Card that are on the chopping block are: Ravages of War, Land Tax, Sylvan Caryatid, Terravore and Impending Disaster . I will take any suggestions into consideration. All comments are welcome.