Maybe:
-2 feral bond, you already have SoG and sanctuary
-1 graveyard, you're using too much
+1 sanctuary(more healing)/crusader(rewind+skeleton combo)
+2 pulvy/butterfly effect/deflag, you have no PC
and if you have blue nymph:
-1 FFQ
+1 nymph
-2 druids
+1 maxwell
+1 quint
As far as these suggestions, here is the problem..
-2 feral bond, you already have SoG and sanctuary(with all the SoG's and Sanc out it is a total of 34 HP regained a turn, but for the 2 ferals out with a full board of creatures, which tends to happen, thats 46 HP regained, the reason I run all of them is due to spot removal and FG's like Ferox and Fire Queen who can deal alot of damage so healing 80 a turn is always good.
-1 graveyard, you're using too much
(2 graveyards help fill my board quicker to have plenty of mutant bait and attackers, plus
is never a problem)
+1 sanctuary(more healing)/crusader(rewind+skeleton combo)(I really only run 1 because I am find it's not really needed all the time and most of them time if I get it its either not needed or too late(in the case of BH spam where he gets out the BH nymph) so 1 is plenty)
+2 pulvy/butterfly effect/deflag, you have no PC(not needed.. The only FG that it would be good against would be Octane for the Unstable's)
and if you have blue nymph:
-1 FFQ
+1 nymph
-2 druids
+1 maxwell
+1 quint
(I have no Nymph's but either way the FFQ and Druid's are instrumental in this type of deck. Druid's are versatile enough that I can use them in many ways including using with Eternity to mutate their guys and rewind them to give them creatures that are dead in the hand. and the FFQ is a creature generator that I can either load up my board with attackers or load it up with mutate bait and also to avoid decking myself I rewind a firefly)
I am aware that the deck can be made different ways, but with the deck that I put in the OP can be considered an initial build that people can work from and change to their needs or wants.