Again, WG is not necessarily worse than mono-W, but it is generally worse than WU or WB. The reason is that WG doubles down on the endurance and creature strength that mono-W already has, but still folds hard to anything with either a very aggressive clock or a non-creature based strategy. It lacks for interaction and disruption. You're throwing good cards into the deck that don't close the game much more effectively than Sun Titan or a white PW already could, so it doesn't change much.
Mono-White can beat most of the same stuff that White-Green can. The disruptive elements provided by Blue or Black expand your options (and opponents you can beat) significantly more than Green. Green is perhaps the best third color, but its an awful second color.
Two Flickerwisps cannot remove things permanently because the return trigger is not a separate ability. IE: the target, once removed, WILL return at EoT because the ability that removed them said so. This is not the same as some tricks you can play with things like Oblivion Ring or Detention Sphere.
That said, you can stop their returning to play using something like Sundial of the Infinite. I just don't think the niche interaction is worth it.
Walking Atlas and Gift of Estates are actually pretty awful. If we're in green, we can do better.
Coiling Oracle isn't bad, but can be tough to cast on turn 2.
Mana base has 19 W, 10 U, 8 G sources. That plus your cantrips and land-search will probably enable verdict on turn 4. My bigger concern is the number of G sources to enable that searching. You want at least 13 for turn 2 STE. I'd drop a few plains and an Emeria to max out your fetches and add another Temple Garden, at least.
The real problem with Worship is not being great versus Infect, and coming down on turn 4 against TBR-Zoo, Dredge, and other stuff that kills you plenty dead on turn 4. It is great versus Burn however, especially as most people are being silly enough to play Atarka's Command over Skullcrack.
Spell Queller I've generally felt is a bit underpowered. It doesn't hit the stuff we really need to counter, and we're not a tempo deck. That and even if it does lock something away, it can still get resolved by the opponent's removal. We also can't recur Spell Queller in a timely manner to reuse the ability. I still prefer Negate as countermagic, and Hussar, Eye, and Skyspawner as 3-drops. Finks isn't terrible, either.
As for Eye, it's not an amazing card, but still perfectly viable. It's usually not as good as Hussar or Skyspawner, but it pairs well with Flickerwisp, and sometimes being a colorless blocker is quite relevant. I don't use them, but I don't recommend against them, either.
I run 17 about Plains in 24 land (about 2 Emeria, 1 Island, 4 GQ), for reference. I think the question is: when do you care about Emeria being active. If you run less than 17 Plains, you're not likely to see it online prior to turn 10.
Drowner of Hope is not worth playing. Skyspawner is only in because it both acts as an early attacker/blocker and can accelerate deployment of your Sun Titan. Drowner of Hope costs 6 mana, which you'd rather use to play a Titan or Planeswalker.
In all honesty, if you need GQ in a hurry, you can't rely on either Wayfarer's conditionality/vulnerability or Map's 3-mana requirement. Once you're past the full playset of GQ and still need more land-removal, play copies of either Spreading Seas or Tectonic Edge, depending on whether you're worried about negating the land before or after turn 4.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Check previous pages. GW is bad. UW or BW is better. UGW isn't awful, though.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
That said, you can stop their returning to play using something like Sundial of the Infinite. I just don't think the niche interaction is worth it.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Coiling Oracle isn't bad, but can be tough to cast on turn 2.
Mana base has 19 W, 10 U, 8 G sources. That plus your cantrips and land-search will probably enable verdict on turn 4. My bigger concern is the number of G sources to enable that searching. You want at least 13 for turn 2 STE. I'd drop a few plains and an Emeria to max out your fetches and add another Temple Garden, at least.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
As for Eye, it's not an amazing card, but still perfectly viable. It's usually not as good as Hussar or Skyspawner, but it pairs well with Flickerwisp, and sometimes being a colorless blocker is quite relevant. I don't use them, but I don't recommend against them, either.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Drowner of Hope is not worth playing. Skyspawner is only in because it both acts as an early attacker/blocker and can accelerate deployment of your Sun Titan. Drowner of Hope costs 6 mana, which you'd rather use to play a Titan or Planeswalker.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB