EARLY GAME
The deck is packed with tutors that can be used to either go right for life from the loam or find another tutor that can. The absolute best of these is intuition which can grab both loam and a cycling land to start drawing cards and milling your library into your other hand. You can also try to set up an engine where each turn you can cast and then bounce Uro to gain life, cards and lands in play. This is rather expensive and slow but also not very threatening.
MID GAME
There are a number of control packages that can be used to slow the game down while trying to keep up the value train of loam/Uro. If you have field of the dead online you should have blockers available for non evasive boards and/or could start swinging in for some damage. Playing and/or looping bounce wipes is an option. Finding a Glacial Chasm or Halls of Mist can help stall for some time while you continue the value train. Sometimes it's ok to take some damage at this stage rather than start demonstrating a loop. Better to stay under the radar for as long as possible.
LATE GAME
Congratulations for making it this far. If all has gone well you have 20 to 30 lands out and pretty much no deck. At this point my favorite thing to do is start casting the greatest green card ever printed, The Great Aurora. With all those lands out (one of them being field of the dead) you can create a lot of zombies. Concordant crossroads or finale of devastation can be used to give your undead army haste. There are many other options here, which I will try to discuss further in the Card Selection section.
CARD SELECTIONS
Tutors
As mentioned earlier, the main target for these is life from the loam. Afterwards, they are all still great at grabbing another tool out of your deck. They make great escape fodder for Uro once used.
Life from the Loam
One of the most important, and fortunately, resilient cards in the deck. This will help ensure land drops and selection, fill the graveyard with spells for recurring or escaping Uro and help achieve our goal of having no library and a lot of lands. Cycling lands are amazing with loam, as they can continually dredge it back and gain card advantage. Exploration effects can be used to really accelerate those lands into play. If you know you may be facing graveyard hate, be sure to try and leave up more than one way to draw a card at instant speed.
Academy Ruins
Allows us to recur mirror of fate and other valuable artifacts that may be milled by life from the loam. May also save us from decking by sacrificing mirror of fate or oblivion stone repeatedly and putting it back on top to not draw out
Mirror of Fate
The main reason I even built this reasonably bright, definitely hot dumpster fire. This card allows us to pull off some really dumb stuff. It's mostly for the end game where we can recycle any of our win conditions or important pieces lost throughout by either grave hate or repeated escaping of Uro. You could try and copy it earlier in the game to double up its activations, turning your library and current exiled cards into a 7 card doomsday pile. I would advise having at least 15 lands in play before trying this. That number is theoretical at the moment too. At some point I will set up some scenarios to try and find the ideal number of lands, and which lands you definitely want. It is possible to use mirror and cast an infinite number of Auroras, or at least loop it every turn cycle.
The Great Aurora
The other reason I built this deck, easily my favorite green card ever printed. There are many ways to make this to your advantage when casting. Can put your opponents at a pretty huge disadvantage too. Crippling to opponents who have very few permanents and a small hand size. Field of the Dead can help us build up a board before casting to see more cards when we do cast it. In the end game if you've gotten down to little/no library it basically reads pick up your board and replay it, make lots of zombies. Use concordant crossroads or finale of devastation to swing them out right away. Or float tons of mana and words of wind your opponents back to the stone age.
Riftsweeper
Primarily in here to put mirror of fate back into the library in case it was exiled, can also be used pretty effectively to recycle the Great Aurora. Or anything you want back that was exiled. If your life from the loam is exiled early on you can use a creature tutor to grab riftsweeper and put it back, then tutor out the loam again.
Exploration effects
These can be pretty crucial to your ramp plans. Landing exploration itself early with 4 lands in hand or something can really help your early game. Once you get a life from the loam engine going it can put out two lands a turn which is just what the doctor ordered.
Trade routes
Another bonkers card in this deck. It basically gives all of our lands cycling for use with life from the loam. It can be used to bounce and replay lands for field of the dead triggers. It can be used with mystic sanctuary to recur spells to the top of your library repeatedly. Very useful card.
Riptide Laboratory
I understand there's only like 2 wizards in the whole deck, But we tend to see most of our deck in a good game, and these 2 wizards are particularly good when they can be bounced and recast. I speak of archaeomancer and venser, shaper savant. I have had games decided by this interaction.
Deserted Temple
Useful for untapping riptide laboratory, maze of ith, castle vantress, blast zone, sanctum of eternity or any other land you might want to activate more than once
Mystic Sanctuary
Wow, what an awesome common and another of my favorite lands recently released. Gets silly with trade routes. Unfortunately will not trigger off a scapeshift or splendid reclamation due to coming in tapped or The Great Aurora due to all the lands coming in at once. Incredibly useful engine no less.
Field of the Dead
One of the decks major wincons. You can use scapeshift early on to put your most ideal lands into play and build an immediate board presence. Thespian's stage and Vesuva are here to make extra copies of field for maximum zombie output. You can use it mid game to build up a bigger board than everyone and then use the great aurora to reset everything while jumping ahead in resources. Finale of Devastation for 10+ can make your army real scary real quick. This is often easy to do after floating a bunch of mana into an Aurora
Cephalid Coliseum
An awesome land in this deck. Can be brought back with Crucible of worlds or life from the loam to provide constant card selection. Also great after activating mirror of fate to provide instant access to the top 3.
Halls of Mist
I talked a little trash about this card early on in the comments, but it has turned out to be an awesome little pseudo stax piece. The cumulative upkeep is negligible with how easy it is to recur lands
Glacial Chasm
nananananaaaaa, you can't touch me! Downsides are negligible here also. I have dropped this as early as turn 4 and had it carry me through a game.
Alchemist's Refuge
Because we are at heart a control deck, it is always best to play a draw/go style if available and this allows us more leeway here. Useful plays are using a bounce wipe if someone comes your way, life from the loam, archaeomancer, or eternal witness in response to grave hate, spamming Uro or whatever else you want. Just holding up mana in blue is enough to scare some people into playing poorly.
Erratic Portal/Crystal Shard/Temur Sabertooth/Sanctum of Eternity
Ways to cast and bounce Uro and accrue value. The former two are additionally useful with our other etb creatures and can be used to snipe an unwary opponents creature. Sabertooth is repeatable.
Lifeline
The value that can be gained from playing this card is silly, but it can be difficult to assess too. The effect is symmetrical, which I've found can really work against you despite the fact that you might be drawing 4 cards, gaining 12 life and playing up to 4 extra lands per full turn cycle around the board. When it works, it really works though.
Greater Good
If you are not trying to repeatedly bounce Uro, this is an amazing card advantage engine. Draw 6 ditch 3 with each cast? Awesome, and if you can stick greater good and lifeline at the same time the value you will accrue is insane. Easily the best way to quickly see your whole deck currently in here.
Nexus of Fate
I've heard this called a "7 mana growth spiral" somewhere and that about sums up it's role here. Saves us from decking and should essentially win us the game if it comes down to it.
Words of Wind
Another of the decks many avenues to victory. Particularly brutal following an end of turn cyclonic rift, we can cast Uro and pay one to bounce him back while forcing each of our opponents to bounce a thing. With enough mana and time they will eventually be unable to play anything.
Scapeshift
Sac a bunch of lands, get better ones. Get the others back with Life from the Loam or Splendid Reclamation/World Shaper. This card can really accelerate us through the mid game into the late game, especially when followed with the latter two cards.
Phyrexian Metamorph and Sculpting Steel
Inherently useful cards that will almost always have a good target, they can also be used to copy mirror of fate. Double mirror activations give us the closest thing to doomsday that is better than doomsday...because we get 2 more cards and access to exiled cards! Essentially lets you pick and stack up to 7 cards from your library/exile
Venser, Shaper Savant
Very useful for pseudo countering spells to buy time, bouncing problem permanents, and hitting uncounterable stuff. The bounce package makes it easily reusable
Archaeomancer/Eternal Witness
Get back spells lost to dredging life from the loam or reuse spells you need again. Also very easy to reuse with the bounce package
Cyclonic Rift/Flood of Tears/Devastation tide, and to a lesser extent Evacuation
Great for keeping boardstates slowed down enough to keep doing our thing. They are fantastic with an archaeomancer or eternal witness out.
Kederekt Leviathan
Leviathan proves it's worth despite a high mana cost here. If you have Lifeline out and cast it, you can recast the Lifeline and keep the Uro value coming.
13 mana, but worth it. It becomes loopable with a phyrexian metamorph.
Leviathan can also be reused with temur sabertooth, erratic portal or crystal shard in response to the ETB trigger or after the fact.
Finale of Devastation
Great card here. Pumps the team and gives them haste, and can find any creature you need from either the yard or library
Oblivion Stone
Destroys everything and can be recurred with academy ruins. If things go real bad, you could keep putting it on the top with ruins in order to not die to decking
Mirage Mirror
One of my pet cards. All around very versatile and hard to get rid of. Can copy field of the dead and mirror of fate. Could combo with dark depths if you wanted to run that. Could copy an exploration effect to get more land drops. Recurrable with academy ruins. The possibilities with this card seem endless, hence it's pet status. The real fun comes from abusing your opponents stuff like a Cabal Coffers when Urborg, Tomb of Yawgmoth is out.
CARDS TO CONSIDER/NOTABLE EXCLUSIONS
Anything outlined by @tstorm823 and @darrenhabib in the comments below if you wish to try and go infinite with the Aurora. Fair warning, it is not an easy combo to pull off although due to the decks resiliency and access to cards in exile it can probably be done fairly consistently. It's just a complicated and convoluted process that is going to make yours and your opponents brains hurt. Plus cause a whole lot of shuffling. One day I do want to use Forbidden Orchard with this to try and deck my opponents one by one while handing them their decks and infiniteish mana
Plagiarize
A disgusting card played in response to The Great Aurora. A little too %$#% you for my tastes, but would be a good add in the right meta...namely one with a strong control presence
Sunder
Another disgusting follow up to The Great Aurora, simply let your opponents dump their lands out and cast this with your held up mana and watch the tears flow. You should be able to recover far more easily.
Multani, Yavimaya's Avatar
A strong beater/blocker who is very hard to get rid of. Can also provide another way to abuse mystic sanctuary. Excellent sac fodder for greater good. I imagine this finding its way into the deck soon.
Thassa's Oracle or Laboratory Maniac
The best doomsday pile out there for those who want it. I will never use these cards in this or any deck personally. But they are there.
Veil of Summer/City of Solitude/Dosan the Falling Leaf
Protect your turn when trying to go off with something. Boseiju, Who Shelters All could help here too.
Hermit druid/Altar of Dementia/Mesmeric Orb/Traumatize
Mill through your deck faster. Altar also provides a repeatable sac outlet for your zombies if you want to cast The Great Aurora and have more permanents than cards in library/hand.
Lotus Cobra
Seems like it might be good, but kind of win more and maybe even flat out unnecessary. I think it's a trap but I could be wrong
Off-color fetches
More consistent mana base and deck thinning. Not really to my taste, but pretty effective with life from the loam. Realistically, only breeding pool, tropical island and mystic sanctuary are better targets than basic lands so I'm quite happy with just misty rainforest, prismatic vista and fabled passage. I would rather use land slots for more utility and control.
Reliquary Tower
Had it in here earlier, but seemed unnecessary. Kind of an overrated card in my opinion. Big hands look scary to people, we may want to discard so we can escape Uro, and most of our stuff is recurrable.
Coastal Breach/Crush of Tentacles
more board bouncing, realistically one of these might be better than kederekt leviathan but I just love my get wrekt leviathan
Deadeye Navigator
Would be quite the beast with Uro, but not to my tastes. Another card I just kind of don't run right now.
Dark Depths
Combos with thespian's stage and fairly easy to recur with life from the loam or crucible of worlds
Wayward Swordtooth
Another exploration effect
Rampaging Baloths/Avenger of Zendikar
Some more potential wincons. Avenger bores me, but the baloths might be nice if you wanted a stronger mid game board presence that isn't so controlling. Would be good in conjunction with scapeshift or splendid reclamation/world shaper
Stifle/Trickbind
Useful cards that can also counter Uro's sacrifice trigger. We already run voidslime and disallow which are more versatile.
More counter magic
Hasn't felt like I needed it yet, but some other good options may be swan song, pact of negation or force of negation for faster comboey metas. Summary dismissal or mindbreak trap for storm/uncounterable metas. I really should just put mana drain in here for extra "ramp" too. These seem to be the stronger ones, otherwise I'd suggest modal ones like cryptic command or mystic confluence
Frilled Mystic
Counterspell that can be bounced for reuse. Also a wizard for Riptide Laboratory
Reclamation Sage
Artifact/enchantment removal that can be bounced
Krosan Grip
Good for that split second removal if you really need it. Mostly for combo metas
Bane of Progress
If you deal with a lot of problem artifacts and enchantments in your meta this might help out. We might lose some things, but most of them are pretty easy to recur or are not as important as removing the threats you may be facing. Mostly a meta call, typically bouncing things has seemed enough for me.
Scavenging Ooze
For that grave hate if you need it
Scroll Rack
Sometimes we end up with a lot of lands in hand from loaming incessantly, this could allow us to filter our hand to the top of library and look at some fresh cards. You could set up dredges for the future or shuffle unwanted cards away with a tutor of some kind.
Okina, Temple to the Grandfathers/Heart of Yavimaya/Oran-Rief, the Vastwood
Can pump Uro to 7 for 3 hit commander damage kills. Rogue's Passage can help him connect.