With Thranduil, Sindarin Liege on the battlefield, each land you play makes an Elf that Thranduil turns into a 2/2. With Thranduil's Company, each land also puts two +1/+1 counters on one of your creatures.
It wins 52.5% over 22,251 games, the weakest of the five decks people draft most, against 56.4% over 58,594 games for Draw Two and 56.9% over 57,277 games for Ferocious Wolves, the two decks it shares a color with. It has good cards, but its two halves don't help each other. Blue's commons do well in fast decks (Draw Two, Burn and Draw) and fall off next to green. Plunder the Trollshaws is 60.3% in Draw Two but 54.6% here, and Long Lake Nuisance is 58.9% against 54.2%. Green brings only conditional (Quarrel and Troll Negotiations need a big creature of yours), and the deck has almost no , so games stall on the ground while the other deck's evasive creatures and kill spells win. End up here when Thranduil, Sindarin Liege comes to you along with the other rares and uncommons (Thranduil's Company at 63.1%, Dancing from Dark to Dawn, Down in the Valley). Draft it as a green landfall deck that takes blue cards for removal and evasion.