Drifting into Patchwork Midrange because your first picks were one white and one green card. White is far stronger with blue (Draw Two: 56.4% over 58,594 games) or red (Dwarves & Equipment: 56.5% over 52,797 games), and green with black (Ferocious Wolves: 56.9% over 57,277 games). Keep taking the strongest white or green card during pack 1 and move into the deck whose second color is flowing.
Taking synergy cards for decks you're not in. Dwarven Mattock only attaches for free to a Dwarf and otherwise costs to equip (it wants the pile of Dwarves in Dwarves & Equipment), Woodland Weavemaster wants Elves, and Lake-town Toymaker wants extra card draw. In this deck, take cards that work alone: , and creatures that are big without help.
Ignoring the mana. There is no white and green dual land and Wood Elves only fetches a Forest, so take Hobbit Hole and Long-Bodied Grey Dog when the pick is close, and watch double-colored costs like Troll Negotiations () and An Unexpected Party (). Large Bear and Thranduil also need two green sources here, and Eagle's Rescue two white.
Running short on removal. Green's removal is mostly Quarrel and Troll Negotiations, which both need a creature of yours on the battlefield. Take removal over a medium creature.
a third color to rescue a weak Patchwork Midrange deck. It makes mana that is already shaky worse. Move into a better deck during the draft instead.