Not your standard +1/+1 counters deck, this is configured to beat other BG decks, by destroying the big threats people are hoping will escape Fatal Push and Grasp of Darkness. Clear out the major obstacles and attack to win.
Defense
Narnam Renegade and Gifted Aetherborn. With these cards (and Hissing Quagmire), opponents can pile on all the +1/+1 counters they want, they still can't profitably attack unless they kill these.
And Blossoming Defense can protect our dude from removal.
Nature's Way
on one of these, means : Destroy target creature. Deal damage your opponent equal to your creature's power. (Because nobody wants to block a deathtouch trampler; it'll only prevent 1 point of damage and kill another creature.) Your creature has vigilance so it can still block. (With Gifted, also gain life equal to twice its power.)
Pathway Arrows can use these creatures to kill creatures every turn. Pathway Arrows is slow but repeatable removal for any board stalls.
Walking Ballista, Fatal Push and Grasp of Darkness complete our creature-control plan.
Offense
After Narnam, Gifted and Ballista, we have the usual Snake, Tracker, Rishkar, Nissa, and a single Verdurous Gearhulk. This is enough to put any deck on the defensive after we take care of their aggressive side.
The long game
Nissa and Tracker keep the deck advancing. Ballista can be saved for late to really take advantage of mana. Sideboard Lifecrafter's Beastiary gets to be unfair against control decks.
RESULTS to date:
(not including online)6-1 (12-4-1 games). Only loss so far was one Saheeli control deck.