Not only are conventional categories a bit boring, but sometimes they are actually misleading in terms of the function various pieces play in the deck, and that is very much true here. As such I've developed categories that are a small part flavor and a large part function to make it easier to understand how the deck works.
Lords of the Elves
Elves are a very synergistic tribe, and these are elves who provide anthems which benefit all other elves. In many cases these provide a bonuses to attack and defense, but some grant additional or alternate effects. Don't sleep on the power of this. It's easy to have tunnel vision around Ezuri's second ability and miss out on the fact that you don't need it to win. When I played modern, I always ran more anthem effects than my opponents expected, often to their detriment. I remember well when one of the dominant players in our meta, who piloted a fully tricked out Jund deck, tapped out on a Kolaghan's Command to destroy my Elvish Archdruid, confident that his Tarmogoyfs could block my attackers. He was shocked when I dropped an Elvish Champion and hit him for lethal with an unblockable army. Some of these lords are self-explanatory. Elvish Clancaller, Imperious Perfect, Dwynen, Gilt-Leaf Daen, and Canopy Tactician all pump our team while having some useful secondary abilities in most cases. For the others, however, a word should be said on each.
Yeva, Nature's Herald is good because she allows us to cast our stuff at instant speed. This is especially helpful, of course, because we often want to hold our mana open to protect our creatures with Ezuri's first ability, and this allows us to still use it all if we don't need it for that.
Joraga Warcaller allows us to pump our team a whole lot, and hit our opponents by surprise with way more damage than they are expecting.
Elvish Champion gives all of our elves forestwalk. This is especially potent when Yavimaya, Cradle of Growth is out because it makes our entire army of elves unblockable.
Eladamri, Lord of Leaves does the above, while also making our whole team hexproof. This is especially powerful because Eladamri protects Ezuri, while Ezuri can protect Eladamri, making these two a potent team. Needless to say, I tutor up Eladamri almost every game for that reason!
Finally, do not sleep on the power of Cultivator of Blades. On the surface it might seem like he just grants +3/+3 on attack (assuming you put the counters on him with fabricate (which you should always do here), which is good on its own. However, if two Lords are out, now its +5/+5. If you suddenly anthem him with card:Timberwatch Elves or Immaculate Magistrate, you suddenly have lethal out of nowhere. I am so surprised that only 16% of decks according to EDHRec are playing this card. I guess that goes to show how useless group think is!
Druids and their Dweomers
These are the mana dorks and enchantments that allow us to ramp and ramp until we have all the mana. Elves draw their power from the land, and we are pretty much always ramping in this deck. You can pretty much divide the denizens of this category up into three categories- dorks, fetchers, and super-tappers. Dorks are our classic "tap this creature for a small amount of mana" creatures. In this deck they include true dorks like Fyndhorn Elves but also cards that tap for a few more mana like Llanowar Tribe. Fetchers are elves that find our land for us and put it into play, like Wood Elves and Farhaven Elf. Super-tappers are cards that tap for a lot of mana, like Priest of Titania or the all-powerful rampchantment Elvish Guidance. Super-tappers are especially important in this deck because we can often untap them through various means, which will allow us to generate even more ludicrous amounts of mana.
Summoners and Scouts
This is kind of a broad category, and is basically all about goldfishing out deck to make our tribe of elves unstoppable. Since there are a lot of ways to goldfish, we cover a few categories here. To begin with, we put a lot of cards here that make tokens like Elvish Warmaster and Elvish Promenade. We can also goldfish with massive summoning spells, so the super busted Genesis Wave and Kindred Summons are here as well. If we can resolve these cards we will usually win, and even if we fail we won't be out of the game! We also have card draw pieces that keep our hands full (so we always have more elves to cast) like Guardian Project and Realmwalker. Finally we have lots of tutors, so that we can always get the right elf for the task we need done right now. Elves have incredible toolbox properties, and hence we're playing Elvish Harbinger, Worldly Tutor, and so much more so that we always have the tool we need to keep the tribe growing and thriving.
Keepers of the Hearth
This is the utility category, and includes some unique pieces that enhance everything else that we are doing. Wellwisher can seem like an innocuous card, but it comes down cheap and can quickly put out life total out of our opponents' reach. Similarly, Copperhorn Scout can simply untap all our dorks so we can use them again, but also can let us to commit more resources to attaching since we'll still be able to block. card:Timberwatch Elves can turn Marwyn into a super-tapper or turn Cultivator of Blades into the most powerful elf lord of all. Heroic Intervention can save our whole board or simply a few key targets when we need it.
Objects of Power and Wards
This category contains key artifacts and enchantments that help us execute our gameplan in various ways. Lifecrafter's Bestiary, Vanquisher's Banner, Sol Ring, and card:Skull Clamp are for ramp and card draw as one would expect. Sword of the Paruns and Umbral Mantle are for infinite mana shenanigans with our super-tappers. Triumph of the Hordes, while technically not an enchantment, works along the lines of Beastmaster Ascension and Coat of Arms to often allow us to kill our opponents out of nowhere. With these cards I'd recommend not playing them until you can get immediately use them. Playing out Beastmaster Ascension earlier might seem to make sense, but you are giving your opponents more time to destroy it. Play it out when you already have five attackers on board and give someone an unpleasant surprise!
Elven Allies
These are non-elves and planes-walkers that help us to execute our gameplan. Don't forget that Eternal Witness isn't an elf! He may look like one and provides powerful help in recurring any important spells, but he is a human. Our planeswalkers provide value here, making mana dorks, blowing up troublesome artifacts and enchantments (and thus helping with removal), and giving our creatures flash. Craterhoof Behemoth is a finisher which we summon to help us get lethal by trampling over or going through. Again, try to avoid using them until you can kill some players!
Wrath of the Ancients
This is our removal suite. Green isn't the greatest at removing creatures, but we pretty much have everything else covered, and have some flexible options for creatures too. Normally, green's best way of dealing with creatures is the fight mechanic, but this is wicked unreliable in a deck where our creatures start small, and fight-based removal is win-more at best, which is why we neglect it entirely. Apart from creatures, good old Reclamation Sage and card:Terastadon are there to hose artifacts, enchantments, and in the latter case lands. Jagged-Scar Archers help for shooting down flyers, and make a beefy creature for our frontlines to boot. As far as universal removal goes, we have the ever excellent Beast Within and the underrated Desert Twister. In another deck we might not think that 6 mana is great for a sorcery-speed removal spell, but we never lack for mana here and it's really good to have something that will take down an Urborg, Tomb of Yawgmoth just as easily as an Emrakul, the Promised End or a Planar Bridge. Contrary to popular opinion, we can board wipe too. Wave of Vitriol can just wreck so many decks, and punishes disproportionately greedy decks that don't play many basic lands. We don't need artifacts and enchantments to win, and we don't play a ton of non-basic lands, so this is a pretty one-sided card here. Ezuri's Predation is one of the best things we've got. Not only does it usually wipe almost everything our opponents have got, it also leaves us tons of tokens. If they can's boardwipe us the turn after this spell resolves, we'll probably win. For creatures we also have the gift that keeps on giving in Thorn Mammoth, which can pummel our opponents' best creatures to death over and over again. While we can definitely take care of some problems it is important to remember that for us, the best defense is an explosive offense. If we kill our opponents quickly, all of the permanents will be taken care of most efficiently!
Sylvan Realms
These are our lands, and there isn't a ton to explain. One great thing about Mono-color is that basics are great and come in untapped every time, so we'll take a lot of forests gladly, especially since several of our cards specifically reference them Nykthos, Shrine to Nyx is an all star, along with Yavimaya, Cradle of Growth, which turns on our lords with a forestwalk anthem. Oran-Rief, the Vastwood provides an occasional boost to our creatures for pretty much no cost, Ghost Quarter removes our opponents' power lands, and Jungle Basin and Myriad Landscape provide some ramp from within our mana base. Gaea's Cradle is the only thing we're missing, but I can't afford that one!