I've been working on this deck for a while and i will say it's one of my more fun decks, and it has had a number of changes over the last year or so and I'd like to think it's in a good spot.
I am focusing mostly on Greensleeves, Maro-Sorcerer third ability to make badgers, and utilizing them to get the win. Whether i force the damage through with Ruxa, Patient Professor, or I come over the top with something like Overwhelming Stampede or maybe Triumph of the Hordes that is the primary win condition. With that said back ups like Scute Swarm also help to put bodies on the table, if there is a lot of hate for the commander.
When you have the ability to keep playing lands from your graveyard through cards like Ramunap Excavator or Conduit of Worlds, it makes sac lands like Cabaretti Courtyard or Evolving Wilds very beneficial. That's two land triggers a turn without adding in cards like Azusa, Lost but Seeking or Exploration, which would allow for even more abuse of those lands.
I used to have both Doubling Season and Parallel Lives in the deck, but because they are both enchantments i can't search for them. While it was nice when I had games where they came up, it didn't happen as often as I would like. However I can search for Ancient Greenwarden who for the most part does the same thing, but also has the added benefit of allowing me to play lands from my graveyard, which we already said was a big plus for the deck.
The big issue that I was having with this deck was that I could make 4 to 10 (sometimes more) badgers in a turn, but because I didn't have access to mass creature haste, it was hard to get the damage in before a board wipe would clean me out and I'd have to start over. So the above mentioned doubling season and parallel lives, have gotten replaced with Concordant Crossroads and Crashing Drawbridge. Both of these options aren't without their drawbacks, but they can be played around to some extent. I typically won't play concordant crossroads until i have a turn where I've made a lot of badgers and need to get that damage out ASAP, It's rare to see a board wipe that isn't a sorcery, so unless they nuke the crossroads you hopefully have one turn to pop off. Crashing drawbridge has to be on table for at least a turn in order to be used, while this isn't great because it gives your opponents time to get rid of it, it is a creature and can be searched for. So we have to take the good with the bad.
Since this is a land based deck we can abuse cards like Strip Mine, Glacial Chasm and Constant Mists more so than other decks. If we can play more than 1 land per turn and some of them from the graveyard, then we can not pay the upkeep on Glacial Chasm and have it go to the graveyard, make our attacks and then re-play it in the second main phase from the graveyard. Just being able to re-play Strip Mine over and over should be self explanatory as to why that's good lol. Constant Mists is just like Glacial Chasm but has less moving parts, however it can be countered and we can't tutor for it like we can the chasm with cards like Sylvan Scrying or Realms Uncharted. Even if the Glacial Chasm is chosen to go to the graveyard through Realms Uncharted, we can hopefully just play it from the graveyard.