The general objective is to ramp towards Feasting Troll King and Great Henge, if you can pull off it on turn four,
it's a really good position to be in, with one of the few clean answers being Elspeth Crawls out of the Ditch.
On-curve ramping towards castle is doable with Lovestruck Beast and Mammoth (you need to hit the landfall trigger with an untapped land for it).
Keep all starting hands that look like they let you pull this off.
An alternative line of play is setting up an early clock, this involves turn three Lovestruck Beast or mutating Gemrazer regardless of having valid targets to destroy.
This can be achieved turn two with Goose. It can be a bit of a gamble if you destroy nothing and eat a Hearless Act, but It's the only way for this deck to beat controlling decks.
Don't fuck with the mana, the forest count need to be like so, same goes for the Florahardons and Mammoths. I kept getting erratic starting hands before exactly this distribution.
What you can do is swap Enclave for a different utility land (manland is an okay swap), or swap a goose or florahardon for wolfwillow, if they keep getting bolted (this was the main reason for including them).
Gingerbread Cabin looked like a good fit at first, but you need more forests to make it happen.
The green boltland is something I've seen many streamers use, it's supposedly more flexible as a late-game draw, but in practice it fucks up Castle Garenbrig too much,
especially when you played florahardon or mammoth as your first land.
I was unimpressed with Florahardons at first, but the best thing about them is they give you a bunch of options -tapped land or ramp, cycle them for two with Great Henge,
make Lovestruck Beast stop jacking off and do work. Facing removal heavy decks like BR, you get to choose - attempt to ramp and make them use removal on a 1/1
instead of something relevant, like Ooze. It's even better once you've boarded in Witch's Oven, letting you fizzle Bonecrushers.
I'm running four Gemrazers cause there's always something to blow up (especially since people caught on Akroan War being good, but a lot of games are decided by who gets to keep their Great Henge).
It mutates rather nicely onto everything - goose if you need a flying beater, florahedron if you want to weaponize it, wicked wolf and ooze are great because they really like having trample, lovestruck and troll king feel
slightly iffy, but you should do it if there's stuff that need removing, or when having a blocker with reach is relevant.
Tokens by Garruk and Wolfwillow are marginal mutates, but also an option.
The go-to removals are Ram Throughs (used to run four, but I kept siding them out) and Wicked Wolves. I settled for those instead of fight because potential damage to face is always good in my books
(and this deck gets a lot of trample) and there's shit with deathtouch you want to blast from a distance. A case can be made for Inscription (because it's also instant speed) and Primal Might (because it lets you convert mana into power
even without valid targets). Charge of the Forever Beast is very unwieldy, but it's the only option if hitting 'wankers ever becomes relevant.
Garruk will probably become Great Henge or Vivien if I can fork the wildcard, so far he's not great, not terrible.
Actual Sideboarding:
1 Chainweb Aracnir (THB) 167 - this one's on probation. I had two when the ladder was nothing but rogues, ditched them when everyone switched to yorion,
then brought one back when rogues started to appear again.
2 Run Afoul (M21) 201 - a compromise pick. Still not bad vs. rogues, one game I took a really bad whooping courtesy of multiple Dream Trawlers
2 Garruk's Harbinger (M21) 185 - theoretically, these go in whenever there's a real possibility of black removal. I started with three, then gradually cut back
to the point where i'm thinking of removing them. They look like they do a lot, but in practice they often underperform.
Feel free to experiment with these 5 slots. Possible alternatives include: Rangers Guile - same role as Harbingers but can also stop ECD.
Souls Guide Lantern are always a choice if Oozes aren't enough to nom the whole graveyard. Heroic Intervention I'm skeptical about being
able to hold two mana open, but it can protect the Great Henge.
Other options to consider are more Henges, Vivien etc., I'm currently out of wildcards to craft them.
I'm still thinking if I can pull off Questing Beasts. Feels like I'd need at least three, and they'd work great in matchups where you need to play aggro.
The second part of the sideboard I am rather confident about.
1 Wicked Wolf (ELD) 181 - you bring this one (typically for a gemrazer) when you need to remove weenies AND dodge removal.
1 Ram Through (IKO) 170 - if it feels like four Wicked Wolves don't cut it, get this on board. I typically board wolves first even though they're slower cause they don't rely on having creatures on board.
2 Wilt (IKO) 176 - this could be Return to Nature, of course, depends which you prefer. I sometimes cycle it, even if it does feel counter intuitive to board in cards to cycle. Bring this in against Doom Foretolds,
Embercleaves, Great Henges and Trail of Crumbs
1 Scavenging Ooze (M21) 204 - obviously, for those matchups where the whole graveyard must be eaten, either yours (mill) or the opponent's (kroxa, ox)
2 Witch's Oven (ELD) 237 - these go in whenever there's loads of removal flying around and you're up for a grindy game, your creature may die, but you'll still outgrind them with Crumbs.
These also act as insurance for your Troll Kings so that they don't get exiled (by ECD or Ugin).
3 Oakhame Adversary (ELD) 167 - these replace the Oozen when munching graveyard doesn't feel like a productive thing to do. Typically the rare mirror match and Gruul, but also
the green-based Yorion.
Obviously, the important matter is what to board out. I sometimes shave one Trail of Crumbs if it feels like I won't have the time to grind it out (don't remove Crumbs if you're adding Ovens),
Ram Through also gets the axe rather often (when I expect my shit to get removed so I can't rely on it), Gemrazers go out when there are no valid targets, which doesn't happen too often.
Even then, I like to keep one or two around to give my stuff trample. I also sometimes cut Lovestrucks when it feels they could be easily disrupted with removal.