Your much more willing to go down on resources to prevent me having units to hit back at you with (T3 last game, I had several combat tricks, but only 1 attackers survived you put a madman in SL, so it would have been a 3 to 1 gold trade, if you had instead killed the treant with the madman, then Drak would have died there and it would have been a very different game). Green has two ways of trying to keep units alive, big units that you have to sacrifice 2/3 units to kill (Centaurs at T1, Rhinos, bark coat bears etc at T2), but you are regularly teching kidnapping in your first 2 techs, so playing them (esp with centaurs overpower) will be you using 1 card and 4 gold to kill two of my units (one of them costing at least 3), you just use chaos mirror and then they are a punching bag. The other method green has is hiding behind a plethora of small units (murkwood allies, various pandas, Arg etc), and either buffing them as a counterattack, or hiding larger units behind. But the smallest buff I have that I can tech costs 4 gold, you never play units that costs more then 2 gold, so thats not a good strat, and during your turn you just kill most of them more minial losses your side (this is made worse by the fact you now have a good command of zane, me flooding the board can allow you to draw 2 cards of a maxband zane).
Without haste I can't punish you for your small patrol zones, and kill your vital heros/techs (mainly Drak) with my few remaining units. without Readiness, every unit I send in to attack can't defend, and everycard you teched last game was a hasty answer (excluding taxman), so having no patrol leads to my weakened units getting picked off. I can't keep a tech 2 alive to save my life, so none of my tech 2's matter (even then they only solver 1 problem, Potent Basilisk can't be kidnapped, but crashbarrows/gliders still roll over them. Mimics may have haste, but when kidnapped they still eat my biggest units/heros with them.
Last game I had a chance, but only because I had incredably lucky draws, I drew both my tech 1 units turn 3, despite drawing one of them off the young treant. The following hand I drew the circle of life I had just teched, to give me a way in. The following hand I lucked out and redrew the Owl, to give me another shot at playing circle of life. I had been very lucky up til then, which had not put me in a winning position, just a "I hope red doesn't have haste to kill these 3 1 hp units".