Forcing Beasts and Burn. No or dual land is made for red and green, so you never draft toward this deck on purpose. Take strong red and green cards, and settle here only if both colors keep flowing in pack 2.
Too few creatures with 4 power. does nothing without one. Nasty Little Rabbit stays a 1/2 and Wargling stays a 2-power . Aim for about six creatures that have 4+ power or it quickly: Mirkwood Pathmaker, Duskwatch Hunter, Gundabad Opportunist, Glóin the Mighty, Misty Mountains Raider, Ordinary Bear, Large Bear, Bombur, Gentle Dreamer.
Too little . Green's only common and uncommon removal spells are Quarrel and Troll Negotiations (Warg Tactics kills only ), and both need a creature of yours. Take Pinecone Strike, Spew Flame (Smaug, the Great Calamity) or the Burn, Burn, Tree and Fern over another midsize creature.
Betting on one huge creature. Gigantic Big Bear, Beorn, Reluctant Host and Wilderland Scrounger all win below the set average, partly because a lone big creature is easy to answer. Black's Crude Bent Blade makes you a creature of your choice, and white's Stone by Sunlight destroys any creature with at least 4 power. Keep cheap creatures next to your big one.
Casting Quarrel or Troll Negotiations while the opponent has mana open. Both need your creature alive when they . If the opponent kills it in response, nothing happens and you have lost two cards. Cast them when the opponent is out.
Adding a third color. With no dual lands your mana is already plain basics, and three-color black-red-green decks win 50.3% over 2,066 games, so stay with two colors.