Play Walls, ramp, win. This deck is able to make a ton of mana pretty fast and hope that's enough to go over the top of your opponent. It can have very fast and explosive draws. Sometimes you won't find your piecesCard BreakdownThe key cards of the deck are Overgrown Battlement and Axebane Guardian - these cards essentially double your Wall's mana production and allow you to make absurd amounts of mana.
Wall of Roots and Vine Trellis help with ramping and also block really well
Ulvenwald Captive is weird. It's worse than the rest of our dorks because it can't really block anything without dying, but once we have a bunch of mana, if we run out of threats we can just spend a turn making it into a 4/6 beater.
Shield Sphere provides a super early game blocker against things like Stompy and allows for faster starts
Spore Frog provides an out to aggro and things like Izzet Blitz
Commune with the Gods helps find our key cards
Mobilize allows for much faster starts than normal, essentially doubling our mana for 1 turn.
We have 3 mana sinks for all of our ramp that should close out a game.
Citanul Woodreaders refills our hand and digs for more threats.
Ulamog's Crusher is hard for a lot of decks to deal with, and in those matchups will usually just win you the game.
Sprout Swarm is unique, as it allows you to sink mama into it turn after turn until it reads "Pay G: Make a 1/1." If this goes off, it's going to be pretty hard to lose the game.
We don't really need that many lands, because everything above 2 mana we can ramp into.
Onto the Sideboard;Sabotage deals with all the denegerate artifact decks running around
Relic blows up Tortured Existence
Our deck is weak to flyers Game 1, but Claws of Wirewood is a one-sided wrath against Delver and friends game 2
Wildwood Rebirth helps in slower matchups, or matchups that have a lot of ways to kill our stuff, because we need a Battlements or Druid in order to do literally anything.
Thanks for reading and have fun with the deck.