*sigh*
This is how I build it. It differs a lot from what you guys seem to be pushing so standby for card-by-card analysis.
Mana:
1x Tropical Island
7x Forest
4x Windswept heath
4x Wooded Foothills
4x Land Grant
4x Elvish Spirit Guide
Actual Threats:
4x Vine Dryad
4x Rogue Elephant
4x Pouncing Jaguar
4x Mtenda Lion
4x Hidden Herd
4x Hidden Gibbons
Minimalist Buffing:
4x Rancor
4x Briar Shield
The Backbreaker:
4x Winter Orb
Sideboard:
4x Chill
4x Null Rod
4x Dodecapod
3x Noses?
Card-by-Card -
Tropical Island: This is for the Chills in the sideboard. This deck has a lot of trouble against red and so I deemed the Chills necessary. I have 12 cards that can grab this land out of the deck. For those of you who are worried about getting screwed by Wasteland remember that all my land-fetchers just as easily search up a forest as they do a Tropical. With only one in the deck it's only in play when you need it to be.
Forests: Der.
Windswept Heath & Wooded Foothills & Land Grant: Further analysis might reveal that I've gone overboard here, but so far I've loved it. This is massive deck-thinning, and that means I draw more threats.
Elvish Spirit Guide: Obviously two-mana on turn one is awesome in this deck. Also it can make for good Dryad Fodder. And don't forget that if the game drags a bit it can still be a 2/2!
Vine Dryad: Admittedly this card is not so great after turn 3, but it's just such a strong early play. Instant-speed creatures are among my favorite mechanics and this thing's low, low cost of zero mana more than make up for the loss of tempo in those games where you draw first.
Rogue Elephant: In a deck full of one-mana plays, this thing's drawback is practically non-existent. It's a 1cc 3/3 for chrissakes!
Pouncing Jaguar: If Rogue Elephant's drawback is justified, then so is this thing's. Obviously at 2/2 it's not as strong as the Elephant, but it's still good. If I could play with 8 elephants, I would, but instead I get this guy.
Mtenda Lion: It sounds like crazy-talk, I know, but if you actually break this card down you'll realize that the worst case scenario with this card is that it becomes a Rishadan Port, which is pretty good when a Winter Orb is in play. Remember that it's drawback will only matter in blue match-ups and that blue will be eaten alive by Hidden Herd and Hidden Gibbons anyway. Also, if you're tying up blue's mana, you're just sneaking through more threats, so I'm not really sure why this Savannah wannabe gets such a lousy rap. Yeah they suck in the late game, but so does Goblin Cadets.
Hidden Herd: So you know how most non-basic land hate doesn't do much to fetchlands? Yeah, well this does. In all too many matchups, these things are Rogue Elephants that forget to make you sacrifice a land. Yes, these will be dead in some match-ups, but if they are, Mtenda Lion and Hidden Gibbons probably won't be. When you look at the big picture, these things are awesome.
Hidden Gibbons: Strongest against blue and red, these guys are a serious problem fora lot of decks. Again, yes, it'll be dead in some match-ups, but when it is, certain other conditional cards probably won't be. Remember that in bad match-ups the last three cards can serve as Dryad fodder.
Rancor: Again, Der.
Briar Shield: You guys seem to like this enchantment too so I don't need much explanation, but I just love how this thing provides massive utility in this deck. It's an efficient buff that can act as a game closer, threaten blockers into submission, and save your creature from a burn spell. If there are those who doubt this card, they should try playing with it in an actual tourney - it pulls a lot more weight than you would at first think.
Winter Orb: Often times your rush can be enough to win, but this thing synches up so many match-ups it's not even funny. It's excellent against control, but it does pretty well against a lot of other decks too. It does little to slow you down, of course, so huzzah!
Chill: A good red deck will just simply outrace this thing, and you need something to utrn it off. Chill is pretty good at it, and it's dubious that they will side in their blasts against a green deck. Depending on the build, this will replace either Winter Orb or Hidden Herd.
Null Rod: This turns off Affinity, period. Unlike Damping Matrix, this actually prevents mana abilities too, so their land turn off, as well as their ravager and their equipment. However, this card is good outside of Affinity match-ups, from disabling Nev's Disk to Cursed Scroll. Against affinity, this replaces either Winter Orb or Hidden Herd. Against control it can replace Mtenda Lion.
Dodecapod: This is my own, personal, hilarious tech against suicide black. I'll admit that it might be overkill, but when they slide out of your hand early, they end the game really quick and like nobody's business. It probably replaces Hidden Gibbons.
3 Noses?: Assume this Homestar Runner reference to mean that I'm really not sure what belongs here.
Card that aren't in here:
Quirion Ranger: Easily my most questionable ommission. This card's good, no doubt, but with my higher land-fetch count, I don't need her. Just understand that I'm perfectly willing to admit that this card has a good home in this kind of deck and that I'm not dismissing her.
Ghazban Ogre: With 8 fetchlands, this thing is way too much of a liability. Also, red gains control of it fast.
Bounty of the Hunt: I've played with it, and I don't like it. It's like Spark Elemental - it deals 3 damage to the player once. That's it. I'd rather play another threat.
Harvest Wurm: Get real. First, it costs twice as much as anything else in the deck and second it needs you to have lost a forest for it to be even playable and in the end all you get is something worse than a Rogue Elephant. I'm not stalling my deck out in the name of cuteness.
So, what say you guys?