Welcome back to Magic. And welcome to the Commander format.
For a first-build, you deck is better than most first attempts that I see.
You have plenty of lands. Maybe too many. I will
reiterate what many in this forum have taught. If your land must enter the battlefield tapped (every time), then it must benefit you in some way. So
Foul Orchard and
Golgari Guildgate need to go right off the
bat. Consider if you really want that 1 life from
Jungle Hollow, or that scry from the Temple, or that double mana (and bounce) from
Golgari Rot Farm. (One of my colleagues on this forum also really hates
Temple of the False God. But I, personally like it.)
I counted 6 pieces of ramp. This would be adequate for a Boros deck - something that doesn't have much access to ramp. But green is the king of ramp. You have Mystic Elf. In an elf deck, I would also want to run
Llanowar Elves and
Fyndhorn Elves. Possibly even an
Elves of Deep Shadow and a
Deathrite Shaman. All these only cost 1 mana.
Creature ramp is almost a must in an elf deck. But you still want some land-based ramp. The staples are
Rampant Growth,
Cultivate, and
Kodama's Reach. Green has many choose from. Go crazy.
Make sure you've got some card draw too. You want at least 6 sources. I didn't go through the deck looking for those.
And lastly - every card in your deck should have a reason. I separate my deck into categories (like card draw, ramp, discard, counterspells, pillowfort, make my opponent cry - that kind of thing - whatever you're trying to make your deck do). That helps me determine what to pull out when newer/better cards come along. It also helps me decide what I need to shore up when things go all wrong.