I highly doubt anyone but you and I have to life nymphs.
The bonds are pretty redundant, change mark to gravity and take momentum instead.
If you have to have extra healing, heals will do better than bonds with the low number of creatures. 6 staves will lead to some terrible draws you can use as few as 4 and this will still work. I'd add in some dragons or cockatrices for some extra damage and this is very lite on damage.
I've tried this already but the dragons slow the deck down, and, believe it or not, so do the cockratice.
I made a deck like this a long time ago and did extensive testing with different combinations of cards. Flying Druidic Staves Flanked by Dragons (
http://elementscommunity.org/forum/index.php/topic,7817.msg95348#msg95348).
I found out having a 6th staff increased bad draw chances since it makes an extra combo that can clog your hand.
Also in my testing a damage dealer had a net positive effect in speed ans win % over the inclusion of the carapace. If you must have the shield, the unupped version is actually superior as it can poison 1 attack creatures, but the shield only slows you down.
Also the two nymphs will greatly slow the deck down as well versus the use of ephinephrine solely. Insteead of playing a staff adrenalined for a cheap 6 life, you have to play the nymph at 9 life and wait a turn for its ability to kick in. If you need the healing that's a big deal.
With adrenaline's staves natural weakness to poison and reverse time, having other, especially high hp, critters helps a lot in sticky situations if your staves go down. Dragons may slow you down a bit, but they will win you a number of games when things go wrong as well.