So, my old elf build had the simplest mana base I've ever built - 13 Basic Forests. I do think you need those 13 Forests in the mana base, but I opted to include a couple utility lands to bring the count up to 15. Since Dryad Arbor doesn't have haste it's effectively a tap land, so I didn't want it counting towards my land count. Arbor is mostly here to turn toolbox card/redundant combo piece Green Sun's Zenith into a mana dork. Boseiju, Who Endures also fits in as flexible artifact hate with some relevance against Urza's Saga and utility lands. I think the arbor is still worth running without fetches, and that fetches are counterproductive to the goals of the mana base.
The absolute heart and soul of the deck is casting dorks t1 and getting the ramp started early.
4x Llanowar Elves
4x Elvish Mystic
1x Arbor Elf
4x Green Sun's Zenith to fetch Dryad Arbor
You should be inclined to keep 1 landers in this deck, and while there is a risk/reward to it the deck also is built around playing around with very few lands, and can gain advantage in looping them. You should be trying to save Zeniths for the right moment, which is part of why I like 9 mana dorks on top of the Zenith.
However, the deck really scales off with it's other mana engine, which will be involved with most t3 wins.
4x Heritage Druid
4x Nettle Sentinel
The Druid, especially alongside the Nettle Sentinel and/or token producers allow you to create incredible amounts of mana in the very early game. Combine these with Eladamri, Korvecdal and you end up with a "storm" style play pattern where your creatures net you mana which enables you to cast creatures off the top which nets you more mana, until the board is filled with little elves which rapidly become big elves and suddenly you're attacking for game.
4x Wirewood Symbiote
2x Quirion Ranger
These untappers help to produce even more mana. The Ranger capitalizes on the low land count to allow you to repeat land drops while generating mana, and the Symbiote does double duty as a repeatable self-bounce engine.
1x Priest of Titania
1x Elvish Archdruid
So full disclosure, Reid was on Badgermole Cub in this slot, and I'm not sure that's incorrect. Certainly the cubs can ramp you significantly on the turn you play them, and aren't bad on future turns either. However, the huge burst of mana you can get from these 2 will just win you the games you untap with them. I also wanted at least one Lord to tutor out with Zeniths, but the priest is a significant mana reduction for the effect, so I think the split makes sense. But maybe you're a badgermole believer, honestly the tiebreaker for me is these are actually elves. Since you kinda/sorta technically have 6 of these if you squint, I think 1 each is the perfect number if you want to run these.