To my complete surprise, I ended up going 4-0. I didn't pull anything amazing, would've been happy to win one match ... ended up going all the way. My deck:
Paranoid Parish-Blade x2
Intrepid Provisioner
Moonlight Hunt
Unruly Mob
Thornhide Wolves
Ulvenwald Mysteries
Puncturing Light
Strength of Arms x2
Town Gossipmonger
Hanweir Militia Captain
Silverfur Partisan
Angelic Purge
Veteran Cathar
Hinterland Logger
Nearheath Chaplain
Ethereal Guidance
Always Watching
Duskwatch Recruiter
Neglected Heirloom
Pack Guardian
Plains x8
Forest x9
The rares in my pool were:
Cryptolith Rite
Game Trail
Descend Upon the Sinful
Ulvenwald Hydra
Hanweir Militia Captain
Silverfur Partisan
Always Watching
My promo card was Avacyn's Judgment.
I wanted to go white-red or green-red, but while I had some decent red cards (including Fiery Temper x2) there just weren't enough to make it run; just by number of playables green-white was the clear winner. With a lot of bear-sized creatures I was able to go under most durdle-y decks, and just outnumber a lot of decks, pushing through with unexpected combat tricks.
The deck was unhappily split between werewolves and humans, which meant that Intrepid Provisioner didn't always have a target to buff, and Moonlight Hunt didn't always have wolves to punch with - it sat in my hand for an entire game once while the werewolves just didn't show up.
I remain unconvinced that Delerium is any good as a mechanic. Unless you're specifically building a deck to turn it on (Vessel of Nascency seems good for that) I saw it activated twice, in a match-up between a pair of control decks. This made the Paranoid Parish-Blades essentially just vanilla 3/2s for 2W, which was ... fine, but unexciting.
Ulvenwald Mysteries either did a lot or did stone nothing, but then this wasn't the green-blue investigate deck (which I still want to make). Strength of Arms was a blowout occasionally (an opponent put Skin Invasion on my Hinterland Logger to force it to attack into his blockers. I went in and ate his blocker with Strength of Arms!) but the second ability triggered once and did nothing; With only one equipment it just wasn't relevant. I suspect that the "produces a human conditionally" effect is just stone worse than Lithomancer's Focus.
With the necessity of tapping down another creature, Town Gossipmonger didn't seem all that good. Silverfur Partisan seems like a good fit in the werewolf deck, but didn't do much in this one. Neglected Heirloom never transformed, though it was useful when it showed up. Intrepid Provisioner is just a very good card - when it came down on curve it was a savage beating.
Hanweir Militia Captain was good, but not great - it either sat around doing nothing, or transformed and took removal to the face. A solid bear-with-an-upside, though, of which this deck had a lot.
The real stars of the show were Always Watching and Ulvenwald Hydra. Always Watching's anthem effect was super relevant, and the vigilance meant that it turned off the black sorcery which destroys a tapped creature. The hydra was just a bomb, getting bigger and bigger and beating in unstoppably. In one game I had it up to a 13/13 with Always Watching and Neglected Heirloom (how does a hydra hold a sword? Don't question it), abyssing my opponent every turn until he ran out of creatures to cast.
Werewolves seem super strong. They don't always flip reliably, but I only saw them flip back once. Humans are also strong if you can get the right ones; they seem quite synergistic.
I'm about to go open my prize packs - I'll let you know if I pull anything bonkers!
Edit - the rares from my prize packs were Tireless Tracker (seems very good in the Investigate deck), Flameblade Angel, Harness the Storm (meh), Eerie Interlude (ehh) ... and The Gitrog Monster. I pulled Gitters!