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I absolutely love builds like this.treetop village might not be the best choice in here as it has the potential to stall you out turn 2 or 3 which will be lethal to this deck's plan. You basically need a 1 drop, 2 drop, then 2 or 3 drop on each of the first 3 turns, so putting in a comes into play tapped land has the potential to hurt that plan.In addition, this is exactly the type of build you want to use search lands with as it has a very low curve and can realistically function on only 2 lands and is at full steam with 4. I would consider trying to run 4 verdant catacombs, 4 windswept heaths, and 4 wooded foothills with 10 forests.I know that sounds like a lot of life being lost, but the life total of this deck is basically irrelevant as you are trying to race your opponent for control of the field via agro. With this many search lands, by the middle game, your deck will only be drawing a land 1/4 turns and it will be much more consistent and you will be winning a lot more games. Dungrove elder is a powerhouse in this deck. max him out to 4 and say thank you that some fool made him into a card.I would also ponder (joke) putting in 2 more 1 drops to bring the turn 1 monster plays to 10 total, basically insuring that you will have a creature out turn 1. Savannah lions is a good choice for this build. That way you will be able to swing for 2 damage on turn 2 almost every game and if necessary take out opponent's turn 2 blocker then leave the field open for your babies. Just some thoughts.