I used to have a Riku deck that I liked alot, but it often drew hate and after the Primeval Titan ban, the deck just lost something and was retired. As a response to an absolutely evil Marath deck in my playgroup, I built an Animar deck to capitalize on the pro-white against Marath, and hopefully outrace him before he gets an insane amount of mana and Basilisk Collar out on the battlefield.
As you seem to be going for an aggro victory I would encourage you to consider more haste effects: Maelstrom Wanderer is so much value and haste is the icing on the cake; Ogre Battledriver is another creature that can give an army haste and a power boost, provided they come out after him. Fires of Yavimaya is a versatile and cheap enchantment. You might also look at ways of forcing an army through an opposing army: Archetype of Imagination and Archetype of Aggression can both do this, as can something like Craterhoof Behemoth or even Taunting Elf.
I would encourage you to include more artifact creatures because of the potential they can come out for free, and Eldrazi for the same reason. You have some big beaters in the deck that don't really do anything else (Simic Sky Swallower, Wolfir Silverheart) and some creatures which don't have great synergy with your strategy (Consecrated Sphinx, Mercurial Chemister, Riftsweeper). These would be the creatures I would look at and see if there was something better that could go in place.
3 Animar, Soul of Elements
Artifacts:
2 Lightning Greaves
2 Swiftfoot Boots
3 Crystal Shard
4 Birthing Pod
Artifact Creatures:
4 Phyrexian Metamorph
Creatures:
1 Birds of Paradise
1 Fyndhorn Elves
2 Coiling Oracle
2 Sakura-Tribe Elder
2 Sylvan Caryatid
2 Fauna Shaman
2 Riftsweeper
2 Scavenging Ooze
3 Edric, Spymaster of Trest
3 Eternal Witness
3 Goblin Flectomancer
3 Man-o'-War
3 Trygon Predator
3 Yavimaya Elder
4 Chameleon Colossus
4 Clone
4 Flametongue Kavu
4 Forgotten Ancient
4 Mystic Snake
4 Oxidda Scrapmelter
4 Venser, Shaper Savant
5 Acidic Slime
5 Body Double
5 Deranged Hermit
5 Kiki-Jiki, Mirror Breaker
5 Mercurial Chemister
5 Mulldrifter
5 Murkfiend Liege
5 Prophet of Kruphix
5 Riftwing Cloudskate
5 Urabrask the Hidden
5 Wolfir Silverheart
6 Consecrated Sphinx
6 Deadeye Navigator
6 Draining Whelk
6 Inferno Titan
6 Prime Speaker Zegana
6 Primordial Sage
6 Rubblehulk
7 Krosan Tusker
7 Phyrexian Ingester
7 Simic Sky Swallower
7 Sphinx of Uthuun
8 Terastodon
1x Mistcutter Hydra
5 Asceticism
Planeswalkers:
3 Domri Rade
4 Garruk Wildspeaker
4 Xenagos, the Reveler
Instants:
1 Worldly Tutor
2 Punishing Fire
3 Beast Within
3 Capsize
3 Chaos Warp
3 Krosan Grip
3 Spell Crumple
Sorceries:
1x Green Sun's Zenith
4 Harmonize
8 Praetor's Counsel
Land:
1 Grove of the Burnwillows
1 Breeding Pool
1 Stomping Ground
1 Hinterland Harbor
1 Rootbound Crag
1 Sulfur Falls
1 Cascade Bluffs
1 Fire-Lit Thicket
1 Flooded Grove
1 Temple of Abandon
1 Temple of Mystery
1 Copperline Gorge
1 Dryad Arbor
1 Raging Ravine
1 Command Tower
1 Yavimaya Coast
1 Llanowar Reborn
1 Vivid Crag
1 Alchemist's Refuge
1 Desolate Lighthouse
1 Kessig Wolf Run
1 Skarrg, the Rage Pits
1 Mystifying Maze
1 Rogue's Passage
1 Temple of the False God
1 Evolving Wilds
1 Terramorphic Expanse
4 Island
3 Forest
2 Mountain
3 Animar, Soul of Elements
Ramp:
1 Birds of Paradise
1 Fyndhorn Elves
2 Coiling Oracle
2 Sakura-Tribe Elder
2 Sylvan Caryatid
3 Yavimaya Elder
4 Garruk Wildspeaker
4 Xenagos, the Reveler
7 Krosan Tusker
Draw/Tutor:
1x Green Sun's Zenith
1 Worldly Tutor
2 Fauna Shaman
3 Domri Rade
3 Edric, Spymaster of Trest
4 Birthing Pod
4 Harmonize
5 Mulldrifter
6 Consecrated Sphinx
6 Prime Speaker Zegana
6 Primordial Sage
7 Sphinx of Uthuun
Removal/Counters:
2 Punishing Fire
2 Scavenging Ooze
3 Beast Within
3 Capsize
3 Chaos Warp
3 Crystal Shard
3 Krosan Grip
3 Man-o'-War
3 Spell Crumple
3 Trygon Predator
4 Flametongue Kavu
4 Mystic Snake
4 Oxidda Scrapmelter
4 Venser, Shaper Savant
5 Acidic Slime
5 Mercurial Chemister
5 Riftwing Cloudskate
6 Draining Whelk
6 Inferno Titan
7 Phyrexian Ingester
8 Terastodon
2 Riftsweeper
3 Eternal Witness
6 Deadeye Navigator
8 Praetor's Counsel
Protection/Buffs:
2 Lightning Greaves
2 Swiftfoot Boots
3 Goblin Flectomancer
5 Asceticism
5 Murkfiend Liege
5 Urabrask the Hidden
5 Wolfir Silverheart
6 Rubblehulk
Copy effects:
4 Clone
4 Phyrexian Metamorph
5 Body Double
5 Kiki-Jiki, Mirror Breaker
Other creatures:
1x Mistcutter Hydra
4 Chameleon Colossus
4 Forgotten Ancient
5 Deranged Hermit
5 Prophet Kruphix
7 Simic Sky Swallower
Land:
1 Grove of the Burnwillows
1 Breeding Pool
1 Stomping Ground
1 Hinterland Harbor
1 Rootbound Crag
1 Sulfur Falls
1 Cascade Bluffs
1 Fire-Lit Thicket
1 Flooded Grove
1 Temple of Abandon
1 Temple of Mystery
1 Copperline Gorge
1 Dryad Arbor
1 Raging Ravine
1 Command Tower
1 Yavimaya Coast
1 Llanowar Reborn
1 Vivid Crag
1 Alchemist's Refuge
1 Desolate Lighthouse
1 Kessig Wolf Run
1 Skarrg, the Rage Pits
1 Mystifying Maze
1 Rogue's Passage
1 Temple of the False God
1 Evolving Wilds
1 Terramorphic Expanse
4 Island
3 Forest
2 Mountain
As you seem to be going for an aggro victory I would encourage you to consider more haste effects: Maelstrom Wanderer is so much value and haste is the icing on the cake; Ogre Battledriver is another creature that can give an army haste and a power boost, provided they come out after him. Fires of Yavimaya is a versatile and cheap enchantment. You might also look at ways of forcing an army through an opposing army: Archetype of Imagination and Archetype of Aggression can both do this, as can something like Craterhoof Behemoth or even Taunting Elf.
I would encourage you to include more artifact creatures because of the potential they can come out for free, and Eldrazi for the same reason. You have some big beaters in the deck that don't really do anything else (Simic Sky Swallower, Wolfir Silverheart) and some creatures which don't have great synergy with your strategy (Consecrated Sphinx, Mercurial Chemister, Riftsweeper). These would be the creatures I would look at and see if there was something better that could go in place.
Have fun with Animar