Basically, you get 2 activations, 1 after another. You look at the top 5, grab a creature. Then, do it again.
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The biggest thing about Mayael is going to be consistency. You want at least 25 fatties (creatures with power 5 or greater) otherwise you will find yourself missing more often than you would like. Another thing that you would probably want is library manipulation. Cards like Scroll Rack can be amazing with Mayael. If you are looking for cards that could help, you can take a look at my list in the link below, and let me know if you have any questions.http://www.mtgvault.com/homer127112/decks/mayael-the-anima-edh/
There are a couple of cards that I would recommend that work really well with Damia, Forbid, and Insidious Dreams. The first one gives you a repeatable counterspell that has the added bonus of discarding cards from your hand. The other basically lets you trade in your hand for the best cards in your deck for any situation. Most of your artifact ramp/fixing aren't all that great. Sure, they ramp you, but they are quite fragile, or in the case of Mox Opal, are not very reliable. Since you are green, you have access to the best ramp spells that give you actual land. Lands get blown up with less frequency than artifacts do. Sol Ring and Gilded Lotus would be worth running as they both provide insane ramp/fixing for their cost and Darksteel Ingot is great because it's indestructible, but I don't think the others are worth running. Instead, I would run cards like Rampant Growth,, Nature's Lore, Kodama's Reach, and Ranger's Path. You generally want to play a ramp spell on turn 2/3 so you can start doing the crazy things much faster than your opponents. Another area to work on would be your creature base. Like mana rocks, mana dorks are fairly fragile and not generally worth running. Also, you seem to have a lot of random creatures in there that don't really serve a purpose, like Rot Wolf.Overall, I like what I see. I've played Damia in the past, and it was always a force to be reckoned with, and given time, your deck will be as well.
The reason Lightning Greaves is in the deck is to protect Mayael and to give it haste for same turn play/activate. Illusionist Bracers allows Mayael to get 2 fatties. If I were to put more equipment into the deck, it would dilute the amount of big creatures, and would make Mayel miss more often. Overall, more equipment hurts what the deck is trying to do.
Lands to take outAdakar wasteAzorious guildgateTransguild promenadeThings to add inCelestial colonnadeSeachrome coastFlood plainMistveil plains
Fetch lands have the basic land types, not the mana symbols of the colors they can fetch. They are perfectly legal.