Unlike the other colors in this series, this one is very disconnected like Black either losing life or sacrificing dorks, or Green about dorks or reds discard to draw or exile from your library for a turn, White has tons of card draw in different boxes and ways and is very wide, but not that deep
In this case, the lands would go directly into the appropriate land stacks above the seven stacks
While Im not going to explain all of them, Ill of course mention the highlights
Playing the Deck Really, there aren't too many tricks to playing Dimir Draw Two, other than that it is important to try to manage your card-draw spells in a way that lets us draw two cards in a turn as often as possible
Smothering Tithe triggers whenever an opponent draws a card, including when they draw their card when their turn starts
Dive into the clouds and explore a land that appears to be unbound by time