[snip]
I really like your deck idea. Here's some suggestions:
Playing green gives you subpar removal, but excellent ramp. I feel what your deck lacks at the moment is ways to get to your high-cost threats even faster.
Out:
2x
Evolutionary Leap2x
Rabid BiteIn:
2x
Ruin in their Wake2x
Deathcap CultivatorReasoning: You've already argued in your post for why evolpea is inefficient and clunky in this list. Rabid Bite is your worst removal, being conditional on you having a creature. Besides, I think you need to up your creature count - decks like this run the risk of being stuck with a dead hand full of buffs and no creatures. For Ruin in their Wake to work well, I'd up the Wastes count and get rid of the Foundries. Increasing the amount of ramp also means you can run less lands and fit in a few lower-curve threats,
landfall creatures for example. Hell, I'd even be willing to try Baloth Pup in this deck - it's cheap, trades with most of White weenies (even renowned ones) and can randomly benefit from Nissa's counters. It seems to me this deck wants to go wide and pressure the opponent to use removal on early creatures so you can get the big threats in. The suggestions I've made are intended to support this plan.
is Ruin really that good without reliably getting Wastes into play? It's only ramping to hand.
I have been messing with the deck tonight and found that the speed isn't quite so important as the sustainability, it can be consistent until it makes a big strike. Against fast decks it drops fast enough defense, and against slow decks you just ramp yourself into their removal anyways. So I leveraged the ramplessness (is that a word?) in two ways...
2
Endbringer in exchange for the Tracker. (and I'm on IOS and the stupid clue bug drives me batty) Recruiter is a fine place to send your extra mana instead of clues.
2
Ruins of Oran-Rief instead of 2 Passages. There's now 2 more colorless creatures it's very likely to be useful - makes a later 3-power creature much better - and there's often a chance to drop it turn 1 or turn 4 or 5 (depending on the hand) so it won't slip a gear on the curve. As to choosing to drop the Passages, Endbringer isn't exactly a Passage replacement, but it's close enough to make those more negotiable than the Foundries, YMMV, but I've found one less blocker is all it needs for a killing blow, and I just survived a Prowess deck by denying them an attacker.
(Sadly, I'm finding that Endbringer is bugged and can't ping Planeswalkers with its first ability. grrrr.)