I don't think that timmyt1000 monitors this post. I'll see if I can answer why each of those cards are in there.
Dust Bowl: right of the bat... I don't know. Probably because land destruction is useful, and the deck already has
Strip Mine and
Wasteland. I think that
Ghost Quarter would work better.
Glimmervoid: Lands that tap for any color are useful, and the deck uses a number of artifacts to keep it
alive.
Prairie Stream: The deck already uses
Hallowed Fountain and
Tundra. This is just another land that can be searched for with the fetch lands.
Tainted Field +
Tainted Isle: Because this deck can easily use fetch lands to search for a
swamp (
Underground Sea is the go-to) the tainted lands will almost always tap for colored mana.
Mox Diamond +
Mox Opal: zero mana mana-rocks are useful. They let you bring out cards a turn sooner. In the case of
Mox diamond, you can play a signet on turn 1, and then have 4 mana come turn 2. That's a huge advantage. Because the deck uses a lot of artifacts,
Mox Opal will always tap for mana (no point in playing it otherwise).
Vedalken Shackles: Hate piece. Grab opponents creatures so they can't use it. Useful in some metas.
Cruel Tutor: Searches for
the deck's win-con Divine Intervention. The deck doesn't win, just ties the game (as far as I can tell). Admittedly there are better tutors (
Demonic Tutor,
Vampiric Tutor,
Imperial Seal).
The reason why Dramatic Isochron isn't used is because you need something to put all that mana into. Some big spell/combo to finish the game... something this deck doesn't have.
timmyt1000, if I got anything wrong, feel free to shout at me.