
Reading the FAQ of geomancer, I noticed the bloom lands count as earth lands when played. Initially thinking geomancer as a mono-element avatar it seemed funny to me to try and make a 4 element deck work with him. When looking at some staples for every color and browsing the card library on this site, almost every good budget water seemed to want to be played in a deck that was more heavily leaning into water. And water lands are nonbos with cards like bury and landmass, as well as expanding my opponent's body of water if they are playing water themselves. So I cut water. This opened up some slots to play earth based utility lands. These ended up being the foot soldiers to stay on a budget and provide some early game. With gift of the serpent they have a pretty good time trading against any opponent's early aggression while getting a 2-for-1.
Rest of the early game consists of ramping (searching for landmass on 2 or playing landmass on 3) and some efficient minions and removal.
End game consists of whatever cards I like that I could afford. I feel like this part of the deck can be improved upon the most. Especially because some bombs don't impact the board until they can attack or move, I feel like they are rather weak.
I like how this deck just has the best of everything. The carddraw and lifegain from air, the strong creatures and value from earth, and poison nova from red. :)
This deck has so much value that I'm not afraid of running out of cards. I'm only afraid of getting my ass kicked before I can stabilize with a boardwipe. So I included divine healing.