Advice needed for a green/red deck

Hey folks,
I built a deck from scratch a long time ago and I was never happy with it. Recently I dusted it off, and after removing seven lands or so it actually started working. It needs that final stage of tuning, but I need help, because I'm no deck tuner.
As I look through my cards to figure out what to add I keep saying "that card looks cool", then "that card looks cool too". So obviously, the first danger is that my deck will lose focus which means it will end up working worse than it does now. The solution then is to keep a tight focus, to figure out exactly what I want this thing to do. Conversely and painfully there is a lot it won't be able to do, but so be it. All this is old news to you but not to me because like I said I don't tune decks, in fact I've only built just a few since I've been playing.
Here it is so far:
7 Mountain
2 Mishra's Factory
6 Forest
4 Lightning Bolt
2 Giant Growth
1 Vitalize
2 Birds of Paradise
2 Llanowar Elves
2 Fyndhorn Elves
2 Lava Burst
3 Disintegrate
4 Fireball
2 Incinerate
1 Fertile Ground
2 Stone Rain
1 Tranquility
2 Fyndhorn Elder
1 Clockwork Swarm
2 Fissure
1 Winding Wurm
1 Cockatrice
1 Shivan Dragon
1 Yavimaya Wurm
1 Scaled Wurm
Here are my thoughts so far:
---- The deck lacks synergy. When my buddy plays his sliver deck, every card seems to add to every other card. With this deck there is a serious lack of that action. So not only is the deck less interesting than it should be, it's weaker than it should be. It's real simple, which is what I wanted, but I'm ready to step it up now.
---- I need seven more cards to make 60.
Cards to take out:
---- My deck is not supposed to be a land destruction deck, I just threw those cards in there to make it well rounded. So those cards should probably go.
---- Fissure seems too expensive.
---- Cockatrice isn't so great because I have no lures, and Cockatrice deserves its own theme. It's a good card but doesn't add to the theme. I like that it flies though.
---- Tranquility should be in the sideboard, not in the regular deck.
---- Clockwork Swarm should go, it's not interacting with anything else.
Cards to add:
---- Two more Giant Growths.
---- I think I should have more Shivan Dragons.
---- My buddy said to take out the Mishra's Factories and add Forks. Well, I only have one Fork and I want the deck to be legal for "regular" play. Plus the Mishra's work really well so I think maybe I should have four of them. He probably doesn't like them because they work.
---- There's a card I've been seeing a lot playing the new DotP, Wurm's Tooth. I like it, and there's Dragon's Claw too, NTM Paradise Plume. Should I add some of those? The tradeoff is that gaining life doesn't win games.
---- I need even more mana speed. I'm thinking about adding two more Fyndhorn Elders. But what about Rampant Growths, or some land enchantments?
---- There's a card that lets me do direct damage equal to the converted mana cost of something in my hand, so for a Scaled Wurm that's eight damage. That would be nifty.
---- Elvish Champion or Joraga Warcaller would work great because I have all those elves to make mana. Actually, Elvish Archdruid might be the best of all to feed a kickass fireball.
---- Overrun would be great.
---- Vitalize is nice but since I only have one of them I need to add more or remove it.
---- Should I add more Birds of Paradise? Then I'd have a chance of playing Blightning. I shouldn't even think of that actually, but that card hurts like hell when you get stung with it.
I'll stop now. I think keeping a deck "on topic" may be the hardest part of this whole exercise.
Thanks for your advice.
I built a deck from scratch a long time ago and I was never happy with it. Recently I dusted it off, and after removing seven lands or so it actually started working. It needs that final stage of tuning, but I need help, because I'm no deck tuner.
As I look through my cards to figure out what to add I keep saying "that card looks cool", then "that card looks cool too". So obviously, the first danger is that my deck will lose focus which means it will end up working worse than it does now. The solution then is to keep a tight focus, to figure out exactly what I want this thing to do. Conversely and painfully there is a lot it won't be able to do, but so be it. All this is old news to you but not to me because like I said I don't tune decks, in fact I've only built just a few since I've been playing.
Here it is so far:
7 Mountain
2 Mishra's Factory
6 Forest
4 Lightning Bolt
2 Giant Growth
1 Vitalize
2 Birds of Paradise
2 Llanowar Elves
2 Fyndhorn Elves
2 Lava Burst
3 Disintegrate
4 Fireball
2 Incinerate
1 Fertile Ground
2 Stone Rain
1 Tranquility
2 Fyndhorn Elder
1 Clockwork Swarm
2 Fissure
1 Winding Wurm
1 Cockatrice
1 Shivan Dragon
1 Yavimaya Wurm
1 Scaled Wurm
Here are my thoughts so far:
---- The deck lacks synergy. When my buddy plays his sliver deck, every card seems to add to every other card. With this deck there is a serious lack of that action. So not only is the deck less interesting than it should be, it's weaker than it should be. It's real simple, which is what I wanted, but I'm ready to step it up now.
---- I need seven more cards to make 60.
Cards to take out:
---- My deck is not supposed to be a land destruction deck, I just threw those cards in there to make it well rounded. So those cards should probably go.
---- Fissure seems too expensive.
---- Cockatrice isn't so great because I have no lures, and Cockatrice deserves its own theme. It's a good card but doesn't add to the theme. I like that it flies though.
---- Tranquility should be in the sideboard, not in the regular deck.
---- Clockwork Swarm should go, it's not interacting with anything else.
Cards to add:
---- Two more Giant Growths.
---- I think I should have more Shivan Dragons.
---- My buddy said to take out the Mishra's Factories and add Forks. Well, I only have one Fork and I want the deck to be legal for "regular" play. Plus the Mishra's work really well so I think maybe I should have four of them. He probably doesn't like them because they work.
---- There's a card I've been seeing a lot playing the new DotP, Wurm's Tooth. I like it, and there's Dragon's Claw too, NTM Paradise Plume. Should I add some of those? The tradeoff is that gaining life doesn't win games.
---- I need even more mana speed. I'm thinking about adding two more Fyndhorn Elders. But what about Rampant Growths, or some land enchantments?
---- There's a card that lets me do direct damage equal to the converted mana cost of something in my hand, so for a Scaled Wurm that's eight damage. That would be nifty.
---- Elvish Champion or Joraga Warcaller would work great because I have all those elves to make mana. Actually, Elvish Archdruid might be the best of all to feed a kickass fireball.
---- Overrun would be great.
---- Vitalize is nice but since I only have one of them I need to add more or remove it.
---- Should I add more Birds of Paradise? Then I'd have a chance of playing Blightning. I shouldn't even think of that actually, but that card hurts like hell when you get stung with it.
I'll stop now. I think keeping a deck "on topic" may be the hardest part of this whole exercise.
Thanks for your advice.
