So I wanted to do a little more of a deep dive on your list as linked above and earlier in the thread and see what I could do to help hone it a little. It seems like it's trying to do a lot of stuff, and in my experience (with this list even), the further you spread yourself the harder it is to achieve anything. I don't want to suggest that your list doesn't work, that's not what I'm going for, I just want to provide some honest critique and suggestions to maybe help point you in a direction you're happy with.
Firstly, casting a wide net - your deck seems to be trying to do three wider things: land animation, superfriends and group hug. All three of these are viable, and there may even be some overlap, but I think to some degree it's to your detriment to go in three directions at once. If it were me, I would drop the group hug element. Part of this is because
people really don't like planeswalkers. Like, my commander in my iteration of this deck is almost a false target a lot of the time, and I encourage it too. So part of me thinks giving away resources is a bad idea when you're trying to keep walkers on the field, or when you're animating lands.
In terms of a deep dive, starting in one section and moving onwards.
Lands:
You have a lot of cycling in here, have you considered some recursion for these?
Life from the Loam would be great if you're only using them for card draw, or
Ramunap Excavator would be excellent if you're looking to use them both ways.
Creatures:
Heartwood Storyteller and
Glademuse - I think either of these could be useful in their rightful place, but I don't think
Glademuse really fits. If you were running this deck with
Yeva, Nature's Herald at the helm it'd be pure gravy, but as is, probably not so much.
Nantuko Mentor - It's fine, if you
really need a creature to tap to use this ability. If it's just to make use of
Wirewood Symbiote, I wouldn't bother.
Elder of Laurels does similar, and repeatedly if you have enough mana (and you definitely do). Or there's
Ursapine, or the absolute top of the pile,
Kamahl, Fist of Krosa. There really isn't a pumper better than Kamahl, because it's team wide. He's almost a second
Craterhoof Behemoth for you. The other great thing about him is his first abillity, which deters your opponents from casting board wipes.
Damnation? Say goodbye to your land base, pal. The value on him is incredible.
Wirewood Symbiote - You have 12 creatures in your list. That's really not enough to justify a creature bouncer, especially one that can only bounce elves. The untap ability you can leverage, but you really don't have to; so long as you have a creature it'll try to untap even if the creature is already untapped. If you run it for the bounce, I would 100% swap it out for
Temur Sabertooth or
Cloudstone Curio. Either of these are crazy good, from experience. In your case though, I'd probably favor the Curio purely because it bounces noncreatures too, and you have a lot of those.
Artifacts:
Amulet of Vigor It's an undeniably strong card, but I can't help but wonder if it's a little surplus here on top of
Seedborn Muse and
Wilderness Reclamation.
Sol Ring/
Emerald Medallion - This is a personal thing for me, purely because the ring is SO ubiquitous, and it may not be the right decision, but I don't run it here. I'd absolutely prefer to see lands in play, myself, and something like
Nature's Lore or
Skyshroud Claim can get you a
Dryad Arbor if you need it to. Totally fine if you disagree though, they're very defensible choices.
Mind's Eye - I think we can do SO much better for draw than this in mono green.
Return of the Wildspeaker is instant speed and modal,
Regal Force or
Regal Behemoth do well,
Garruk, Primal Hunter gives you another
Regal Force trigger, or if you wanna keep the group hug vibes,
Grothama, All-Devouring can give you most of your deck in your hand - it could even count as a win condition if you can manage to make folks draw to death.
Enchantments:
Oath of Druids - With your creature count, this seems like it would turf a good portion of your deck into your graveyard. It's an easy creature given that, but it also seems like something you'd want to use in a deck with heavy graveyard synergy, and that isn't really this deck.
Nylea, Keen-Eyed almost falls into the same category, but also, her creature cost reduction ability seems a little redundant when you have 12-13 creatures in the deck.
Sorceries:
Road of Return - how often is this useful for you? It seems ok, if a little underwhelming. The commander mode is handy if your commander costs a ton and you're on a mana budget, but you're flush and your commander starts at
2g. If you want the recursion, the two options I've run in here that have paid dividends for me are
Seasons Past and
Nostalgic Dreams. Both give you more value than you pay for, one of them is repeatable, and both can get back literally any card you like.
Bramblecrush /
Desert Twister - No
Beast Within? It's instant speed and better than either of these, 3/3 be damned. You have bigger stuff, it doesn't even matter.
Boundless Realms So, I used to run this one too. It's a trap. It looks great on paper, but what it gives you is really minimal advantage. Think about it this way: To even break parity and make advantage on the card, you need to have at least 7 lands in play. They enter tapped, at sorcery speed. At the point of 7 lands in play, you net yourself no further mana to use and probably telegraph whatever you want to do next turn anyway, so why splash this much mana into it? Personally, the most insane, disgusting ramp I have ever seen is
Collective Voyage. There's games I've had like 12 lands out on turn 2 or 3, no joke. Sure, your opponents get the same, but you have mana doublers up the wazoo, why should you be worried? Other than that you could look at options like
Hour of Promise or
Nylea's Intervention to pick up the specific lands you want.
In terms of what I think you could do to tighten your deck up, here's what I'd suggest:
Should you want to lean into walkers:
Evolution Sage - This deck ramps hard and you have 5 walkers already. It's money for nothing, chicks for free.
Garruk, Primal Hunter - Every loyalty ability is relevant to you.
Freyalise, Llanowar's Fury - As above.
Nissa, Vital Force - We've already talked about this one. I know I didn't convince you, but if you have any type of proliferate in the deck at all, its a no brainer. Even without proliferate it's pretty great.
Add in with these things like Karn/Ugin, and you've got a pretty strong shell.
If you want to lean into land animation:
Rude Awakening - Land creatures are still fairly frail, but 2/2's are better than 1/1's.
Vitalize - Super cheap boost or combat trick if you're heavy into man-lands or mana dorks.
Kamahl, Fist of Krosa - I really think you should add this whatever you do. It's one of the best mana sinks in the colour you run, and a really, really good control piece.
Splendid Reclamation - You're gonna need it.
Ramunap Excavator /
Crucible of Worlds - See above
Titania, Protector of Argoth - If you're swinging with lands, this is your contingency plan.
Gilt-Leaf Archdruid - Alright, so this one is really, really mean. I've kind of always wanted to build around it but I have few friends as it is. You'd need to get more druids, but it's not impossible.
Just in general:
I really strongly recommend
Collective Voyage. One of my favourite cards of all time.
Kamahl, Fist of Krosa - he's great.
Karametra's Acolyte - Imagine this with
Nyxbloom Ancient in play. This is what you're wanting to use that untap ability for.
Regal Behemoth is a mana doubler you've missed anyway, and Monarch is actually a really great mechanic that doesn't get the credit it deserves.
Some form of land recursion.
I hope all of this helps, I do mean it to be constructive so I hope it comes across that way. I think you've got a pretty fun shell for your deck, I just think it needs some streamlining.