Nice list! Two questions: why do you chose Mana dorks over land ramp?
And you do seem to run few beaters, do you consistently draw into them?
I play the mana Dorks for a few reasons. At worst they're mid-late game blockers. They also synergize with
Guardian Project,
The Great Henge,
Beast Whisperer,
Soul of the Harvest basically paying 1 or 2 to draw a new card while getting new cards. If I can just attack with em later on they can get cards off of Toski and Orphan Frostfang as well.
Then the fact that 6 of the 8 cost 1 means I have a higher probability of hitting a T1 ramp drop (6 dorks plus
Sol Ring and
Mana Crypt),
Bloom Tender for 1G usually taps for GR and
Sanctum Weaver will usually at least tap for 2 (G or R), but usually more. The 2 1G dorks on top of the 5 land fetch and
Arcane Signet and Thought Vessal also give me a higher probability to get 1 (if not 2) out T2. I can now get Xanagos out T3 if I want to.
The Dorks also get big when Kamahl is on the board as well.
As far as beaters, Idk, I think I have enough, but I also rely on really just having 1 and then getting a burst draw card to really drive my deck forward in the mid game, I haven't really played it much lately but I have been thinking about making changes to it. I usually do play testing on Tabletop Simulator before I do it in real life so I can see what does and doesn't work and get a rough idea on how to change.