(Elves)
4x Elvish Mystic - Required by tradition. This replaced Llanowar Elves.
1x Ezuri's Archers - Post Lord of the Rings, you gotta have an elf archer, and this is a good early blocker.
2x Viridian Emissary - Good at attacking and blocking, and the death trigger to get a land is helpful.
2x Elvish Archdruid - This gives the mana elves something to do later, and potentially accelerate mana a lot. This is more useful now that there are more big creatures, and card draw to allow more spells to be cast.
1x Wildheart Invoker - A larger elf, and the activated ability can be helpful in the late game.
(Smaller green creatures)
2x Centaur Courser - For these beginner decks, I think it's important to have some vanilla creatures. This is the only smaller green non-elf creature type now.
(Big green creatures)
2x Garruk's Packleader - Allows for smooth card flow as you cast big creatures.
2x Sentinel Spider - I didn't use Giant Spider for this slot to allow it to trigger Garruk's Packleader. Vigilance is a nice keyword for beginners, since they are known to be hesitant about not having any blockers, so I wanted to use this particular spider, though there unfortunately aren't any other flavorful green vigilance creatures that only have vigilance.
1x Stampeding Rhino - This is the best creature to demonstrate trample with, though I concluded that it's low impact enough that I only want one in the deck.
2x Soul of the Harvest - On the other hand, this got bumped up to two copies. This is a good creature for its cost, and you also get cards for each creature after.
1x Pelakka Wurm - In the previous post, I mentioned that wurms weren't recognizable enough to include, but I decided that there needed to be a big creature to allow you to get back into the game when your opponent will finish you off next turn, and the life-gain of this card allows that.
1x Craterhoof Behemoth - Still no hydras, because I still didn't want to include +1/+1 counters. The haste on this card needs less explanation, since there's one more haste creature and that does have reminder text for it.
(Boosters)
2x Giant Growth - The original
1x Hunter's Prowess - At one point, I had Overrun in this slot, but it really does completely wreck your opponent if you get it off, especially when facing the other beginner decks. I found this card to be a bit more interesting, and further emphasizes green's card drawing.
(Red spells)
2x Flame Slash - This replaces Fall of the Hammer. I decided that being able to consistently deal 4 damage to a creature was more useful, especially since I don't have any deathtouch creatures to take full advantage of Fall of the Hammer.
1x Pyroclasm - This allows the deck to take care of swarms of small creatures.
1x Crimson Mage - Can give the big creatures haste.
1x Act of Treason - This can be really useful at times.
1x Rummaging Goblin - This can be useful to filter cards, especially since many in this deck won't be as useful in the late game.
1x Into the Maw of Hell - Take out big creatures without any X's involved.
(Other)
2x Naturalize - Green mainstay. The other beginner decks include decent numbers of enchantments and artifacts in order to make this useful.
1x Hunter's Ambush - I did want to include a Fog effect for a while. This also has the benefit of possibly also allowing you to make a comeback.
2x Lead the Stampede - This can draw a lot of cards.
1x Into the Wilds - This allows you to filter out lands when drawing.
(Lands)
4x Gruul Guildgate - A simple nonbasic land.
12x Forest
7x Mountain