remember - you don't have to field a Blue card-drawing engine in order to secure card advantage. You can choose cards that stay useful even after you're played them, and you can take steps to reduce your chances of drawing cards that you don't need, and you can choose exploitable cantrips.
Quick, while there are still only 10 to judge anyway!
Yo, listen up, here's the story/About some little guys that live in a blue world
2009 August 05 by Sitromis
Theory crafting the Mana Curve withih the Standard Format.
If you're a default-sort-of-person, you may want to opt for Naturalize: it's hard to beat artifact/enchantment destruction at instant speed for 1G. Or is it? If you're like me, you may find yourself drawn to the other, more exotic solutions that green has to offer for artifact/enchantment removal.
Currently in Standard, there's a gang of green 3-cost landgrabbers that I find intriguing: Farhaven Elf, Civic Wayfinder (now Borderland Ranger in M10) and Fertilid. Each costs one green mana and two colourless, and each is capable of fetching a basic land - but each does it in their own way.
The optional Sideboard that can better your win condition, and why.
Tier two strategy for the Tier one metagame.
All in all, you're just another brick in the wall....