Originally Posted by
Koby
I have a whole bunch of awesome turn 2 plays as well. The deck can certainly "belch" out its hand. It tends to do so when you're playing fewer lands too. I don't buy the argument that the deck needs 4 Birchlore Rangers, however. Let's examine our working slots:
1cc Unconditional mana (let's count DRS here for simplicity). This set ramps us into big mana (mana > turn count).
4 DRS
1 Llanowar Elves
4 "GSZ=0"
Second level mana dorks provide ways to reuse first tier dorks via untapping. They have a dependency of 1 card.
4 Quirion Ranger
Third level mana dorks include generating mana throughout the turn. These combo with Nettle Sentinel only, but provide insanely explosive turns. They have a dependency of at least 1 other card.
4 Heritage Druid
2-3 Birchlore Rangers
4 Wirewood Symbiote (not that you need an Elf and a dork (2 other cards) in order to generate mana here)
And that's pretty much 80% of the creatures in the deck. Two slots for win-con with NO (Regal Force / Craterhoof Behemoth / Terrastadon / whatever you fancy), 4 Nettle Sentinel for explosiveness, and 4 Elvish Visionary to generate card advantage. Maybe one or two utility green cards for late game interaction (Ooze, Viridian Shaman, Elvish Archdruid/Priest).
Based on the dependencies, I would first play 4 Quirion Ranger before playing more than 2 Birchlore Rangers. If you want to maximize the third tier mana generation, then by all means play 3 or 4 copies, but you have to cut from the utility slots, not the other mana dorks. Getting the first tier dork is most important to be able to ramp. Third tier dorks cannot ramp on turn 2 without the nut hand of Nettle Sentinel or Gaea's Cradle.