So I was thinking for a long time about how to get the manabase to work for a three-color aggro deck. There were so many different pulls, with you wanting untapped White on turn one, double White plus Green and Black on turn two, and the ability to play spells with mana that doesn't come from Ally Encampment.
Ultimately, I decided to cut Black to make it work. March from the Tomb, while powerful, is much more of a midrange card, and didn't make sense as a 5-drop in an aggro build. Kalastria Healer is nice, but mostly served as a form of evasion in the deck (and I was able to find some amazing Allies to replace it!). And Bojuka Brigand, well... wasn't a big loss. ;)
There are a few new cards I think would do amazing in a White/Green deck that are still fairly budget. And, with this build, you'd be spending less $$ on lands as well. I'll highlight the new cards here:
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Veteran Warleader - Holy moly, this card is actually insane! I've seen this card in the past, but always overlooked it because it seemed slow. However, with an aggro deck, it's not unreasonable for you to curve out with 1-drop, 2-drop, and Veteran Warleader - into two more creatures! It will often be swinging as a 3-mana 5/5 - with trample and vigilance! It can get much bigger than that, and any creatures that just came into play can be used to tap for his abilities!
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Kabira Evangel - Protection seems like an odd ability to give at sorcery speed. But how this card most often plays out is that it makes all your creatures straight-up unblockable every turn! That was always a big issue when you had a gigantic Hada Freeblade or Kazandu Blademaster, but they didn't have a way to get past a stream of chump-blockers. A lot of modern decks have ways to pump out tokens to block you, and this cleanly gets your fatties around them. It's the most pricey of the new cards here, but I think the effect will lead to so many stolen games that it's worth it!
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Talus Paladin - A couple 4-drops in an aggro deck is not a bad thing, and this guy actually pulls his weight and then some! He's quite a bit stronger than Lantern Scout because, for that extra mana you pay, you get a threat that starts as a 3/4, attacks next turn as a 4/5 or 5/6, and grows like crazy from there! The lifelink also buys you plenty of time for him and your other Allies to grow.
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Dromoka's Command - I was very excited to find this card, because it is so powerful AND it fills in the one thing your deck was lacking in: mainboard interaction. Dromoka's Command will often be a 2-for-1, it shuts down the majority of your opponent's creatures and enchantment combos, it protects and grows your creatures, and does it all at instant speed! It's an easy replacement for the 4 Giant Growth in your other list, and is just so good!
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Fortified Village - One of the only lands you'd have to buy for this build, and very good at cheaply fixing your mana. With 14 Plains and Forests in the deck, you'll have an 86% chance of being to play this untapped on turn one on the play.
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Stirring Wildwood - I think the deck still has hefty enough mana requirements that you'll want a couple more dual lands past Ally Encampment and Fortified Village. Fortunately, the Wildwood is a pretty decent one. It adds some threat diversity and is hard to remove for control decks. And it can turn into the last creature you need to push lethal damage through. (As a small bonus, it also pumps Veteran Warleader!)
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- Canopy Vista - This is the one card I didn't list above because it costs $2.50 a pop. However, it could be a great replacement for the 2 copies of Stirring Wildwood. It counts as a Forest/Plains to be revealed for Fortified Village (which increases the likelihood that the Village is untapped on turn one to 91%). With 14 basics, it also will very frequently be untapped as your fourth or fifth land. I think that the mana smoothing gained from that is enough to make it better than Stirring Wildwood, but it's a bit more expensive.
EDIT: After doing some playtests, the manabase is already really smooth, and Stirring Wildwood is great as another threat in the lategame.
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Final thoughts:
Even though a lot of the new additions fall in the $1.00-$2.00 range, I think they're the best cards for what the deck wants to do.
I also like having only 2 copies of each Ally that grants redundant effects: Kor Bladewhirl, Kabira Evangel, Talus Paladin, and Ondu Cleric. (I'm considering the lifegain from Ondu Cleric redundant because, after you gain the first bit of life from one Cleric, gaining more from a second one rarely changes the outcome of the game)
I also don't think you'll miss the Black cards in your current deck that much. You will still have lifegain and even more evasion in the main deck. And for long games that care about card advantage, you can board in Lifecrafter's Bestiary.
Let me know what you think! :)