Turn 1
On our first turn I'm recommending we lead with a Yavimaya, Cradle of Growth so we can immediately tap it to have one of two creatures come in.
This component is crucial as from this point after all of your lands are now Forests, and Arbor Elf can do some very heaving lifting.
I didn't have an Arbor Elf on Turn 1
Then why did you take the hand? No really, a mulligan is not the worst thing to ever happen in a match up. And notably, if securing the ramp requires more copies of both Arbor Elf and Magus of the Candelabra, so be it. Playset them out!
Deck construction for this as compared to gaia-post-1/ points out one very big flaw; we have to fight for our right to draw. Which leads me to my 'you couldn't do anything else' fail safe on turn 1.
At worst, a turn 1 Inscribed Tablet/Expedition Map can help you find your missing pieces, and will only ever whiff to a draw at worst, and removing chaff from the top of your library.
User NoobNoob275 pointed out that an Ancient Stirrings slot has dominated this kind of build's meta for a reason, and its certainly worth mentioning here.
Turn 2
On our second turn, prior to putting down a land, consider getting an Amulet of Vigor onto the field by tapping your Yavimaya for .
After securing the Amulet, you can put down a Cloudpost and tap it (due to Amulet) as well as tapping your Arbor Elf to untap your Yavimaya, then casting Explore or Smuggler's Copter for .
Smuggler's Copter provides a noteworthy body that Arbor Elf can crew, as well as a little bit of draw.
The benefit of doing things in this order (Arbor First, then Magus) is securing the extra land from Explore°° and having the it can generate to cast Magus of the Candelabra.
This sets you up for success on your subsequent turns.
°°it is also worth noting that with your floating, casting Green Sun's Zenith for to fetch Magus of the Candelabra will effectively put you into the same position, but you'll be down the extra land.
Turn 3
On three, with at least mana at your disposal, and at least one un-tapping dork in play, you should be able to generate up to mana. At this point, I recommend casting Primeval Titan.
Dependent on whether this is game 1, or a subsequent game, I would love to point out this brutality.
Use Shifting Ceratops and activate his Haste ability for , then casting Inscription of Abundance for the counters, lastly using the Ceratop's ability again for to give it Trample.
If I'm not mistaken that costs x 5 (so total) in order to resolve. A little heavy on green-required casting.. but fun!
Then what?
Well you start having a dumb amount of mana thereafter so use the favor of your curve to capitalize what comes into play.
Dungrove Elder becomes exponentially more dangerous with each passing turn and makes cards like Woodland Bellower a two-for-one.