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17 lands works perfectly fine, as you can see the mana curve basically tops out at three (I rarely keep a hand with revenge of the hunted in it) so if I have an Arbor Elf and two land that is an instant keep. My whole deck is playable on that. I just won the Standard Gameday with this deck and I only had to mull to 6 twice in seven rounds.
Excellent work on this deck! Combat tricks are, for me at least, one of the most satisfying things in Magic - furthermore, this is the first time I've seen someone approach mono-green like this.
Have you considered adding some Slaughterhorn to replace one or two Giant Growth ? While it doesn't combo as well with Wild Defiance , I reckon that it is definitely handy having a spare creature if need be - or a combat trick that can't be countered.
Okay, I give: why Elder of Laurels? It seems really slow and clunky. Its ability doesn't synergize with Wild Defiance, and it costs 3 to play and 4 to use, which seems prohibitive with the super-low land count. I get that it still potentially pumps Wild Beastmaster, but it seems like something like Slaughterhorn would be a better fit.
@ procproc The thing I like about Elder of Laurels is the fact that when he hits the field, he isn't intimidating and he is a stellar blocker against Boros quick drops. When it comes to late game people kill off my beastmasters if they can. So with Laurels I can swing in with the rest of my army and depending on who they block I can pump the ones that go unblocked and can possibly get massive damage through. It is also nice if I have giant growths in my hand but no wild defiance. I can not lose card advantage while still getting a pretty consistent pump.