Thanks for the input. Here are my responses.
The vineyard cards are really weak in that perspective as your opponent get's to use them before you do.
I agree that giving your opponent mana is never a good idea, however I feel that is important to have a mana kick to get an enchantress deck rolling. Through testing it could likely prove out that it will never work. I went this route because green is lacking good hand disruption, crucial to vintage. I was hoping that this would give enchantress the early mana to get an enchantress in play to launch into the decks wheelhouse.
I would certainly not run Magus of the Vinyard as he does almost nothing for your deck.
It has more uses than an initial look may warrant. An early mana burst, and a creature to earthcraft, a Darksteel blocker, it's green for Nettle, and it 1

(I'll get to that)
I would go up to 4 Nettles and run some number of Multani's Harmony, and Mana elves like Birchlore Rangers or Herritage Druids.
I will certainly play with this suggestion, as well as all the others.
I would also think that Gaea's Touch would be a little stronger than Exploration as it goes Up one mana if you play it, play a land, and sac it. Where Exploration only goes even.
I know. I once was super excited about this cards potential in an enchantress build, but the

is a killer. It is my belief that enchantress decks are a very precarious build. Everything needs to be cheap. ...everything. The cheaper your cards are the more explosive it can be. Unlike most good decks enchantress decks are linear. You need an enchantress, then the enchantment for it to work. (this is why I'm unsure it it is even viable but I like them) Yet I think a good deck craftsmant can understand that each card must meet at least 3 criteria.
Is the effect worth the card slot
Is the card cost the lowest for the effect given
Is the card an enchantment
The goal (when I build them) it to get to the point where everything is "free" (cantrip) It is true in the later game Gea's touch is a better cantrip, but it's hard for enchantress builds to get to mid game when you can only play 1 spell the 1st 3 turns because the costs are (I hate to say it) too high.
I would also think that Concordent Crossroads would be strong, both for hasting your nettles and for hasting your army of squirls.
Agreed. I have had builds with that in there, and writing this I think that is a better fir for the exploration card slot. I took it out momentarily because you also need a card to untap all your squirrels. (each are tapped to yield the next one)
Vitalize works well for this, but it's not an enchantment (something to keep in mind)
It would also work well with the mana elves, but I'm worried about adding another linear effect into the deck. It would be hard enough to win with one.
Also don't run Land Grant, it can be countered - and that really hurts wehn you only have land grant. You have no need for the storm, just run Fetches or more forests.
Agreed.
I'm not a fan of Mirri's Guile either, for 1 more mana you can get Sylvan Library which is a solid card. On that concept, you might want to find room for full Moxen, if its not a budget list.
I fell out of love with this card for the same reason of Gea's Touch, but I could be swayed otherwise.
THanks again. I hope to hear more from you and others.