Sorry, a quick explanation of the deck
Basically, the deck tries to attack for 20 and stall out combo deck's win conditions (4 emerald charms, for instance, are nuts)
Mtenda lions are new, I'm not sure I like them, you may want to sideboard them and put in 2 quirion rangers.
Mulligan agressively with the deck, get the hands you need. Emerald charm is good against all decks that aren't secret force or sligh (benzo, trixie, stasis, oath, etc.). And in case you didn't notice, the mana curve is
1cc: 31
2cc: 4 (land grants)
3cc: 7 (invigorate, elvish Spirit guide)
4cc: 4 (Vine Dryad)
5cc: 3 (Bounty of the hunt)
All the non 1cc's have an alternate casting cost, or, in the case of spirit guide, other virtues to make them worthwhile.
Some card analysis:
Invigorate: Makes fire-ice pretty bad, and fireblast worse.
Bounty of the hunt: See above. Double for Fire/Ice as this means it kills NO targets.
Skyshroud Ridgeback: It takes down bears and lives through fire/ice or shock. That's about all you can ask for in a 1 drop these days. Because, if you're winning, the game ends on turn 4 or 5 anyways, they don't worry you too much by leaving. If you're not about to win on turn 4 or 5, you've already lost.
Skyshroud Elite: Nonbasics are common around here. If they're rare around you, take these guys out for hidden gibbons or something else.