- she provides card draw
- she is an anthem (that doesn't fold to spot removal!)
- she is in bant, which are probably the best colors to make and defend an army with.
I don't have much more to add, game plan is to get a bunch of triggers off of Galadriel and to always have interaction up.
Okay, I lied, now that I've actually put the list to paper I have a couple comments. I decided to avoid any 1-creature only protection spells like Loran's Escape Galadriel is really the only creature that we NEED to save. However, most of the board-wide protection spells also protect a single creature just fine. Additionally, we are in blue, we COULD run Loran's Escape, or we could just run Swan Song.
As someone that hates mana dorks, this deck is pretty obviously an exception, mana ramp that cantrips later? yes please!
Cultivate and Kodama's Reach are a little questionable when we could run creature-based ramp that also cantrips in the late game, but they are great early game, and we have a lot of top-deck manipulation in Galadriel, Light of Valinor, so we should be able to avoid drawing them if we don't want them.
Speaking of cards I hate: doublers! I'm still not too sure if they are going to be all-that in the deck, tapping 4-5 mana sorcery speed isn't something I want to be doing a lot of with the deck. However, eventually I'll have enough lands that I'm comfortable paying 4-5 on my turn, and they can probably go pretty nutty in this deck.
I thought for a bit about Elspeth, Sun's Champion. Getting all 3 triggers of Galadriel, Light of Valinor each turn without spending any mana seems great, and it works up to a fantastic ultimate for the deck. However, the deck is chock-full of instant speed interaction, I'm doubtful I'll ever want to tap out like that once Galadriel's down, and if she's not down, then all of my effort should be focused on getting her down.
I almost went with no removal, spot-removal can only slow down your opponents, which is fine, but I envision this deck being pretty pedal-to-the-metal. Counterspells can slow down your opponents if you need them too (counter their most important spells), but they can also be used to prevent your opponents from slowing YOU down (counter their counters/removal/board-wipes), therefore, I actually prefer counterspells to spot removal in this deck, which is the opposite of my normal attitude on removal vs. counterspells. However, it's probably foolish to have NO removal, so I've got 4 removal spells that can hit just about anything. Galadriel digs pretty hard, so I shouldn't have any trouble finding them if I need them.