We're not green, we're WB spashing green, so I'm not looking at savage punch any more than I'm looking at bring low. The choice is between the morphs.
I'll give the nod to Abzan guide over the loxodon. I do think the loxodon is slightly better (the ability to attack your morph and open mana into another morph and open mana without fear is incredibly valuable), but signaling is a thing, and a late guide will certainly send people into abzan, whereas the loxodon will send people into green stuff.
Also, as a topdeck in a deck that is only splashing green, the loxodon's GG hard-cost can be awkward. Sometimes you have to pay nine to cast it, or take two turns to cast it. Comes up rarely, but is a consideration.
Mardu Hordechief, Scoured Barrens, and Mardu Skullhunter are all pretty strong options here. Sultai Scavenger is a warrior, too, but it's a little slow for the deck I'm envisioning. I think we really want to go hard on two drops and it should be pretty easy to collect the two for one with Mardu Skullhunter so that gets my pick.
The other creatures are great picks, but I think the scoured barrens is too important to pass.
Even though it's likely we're only splashing green, the power of our splash cards right now (and Anafenza's low place in our curve) make me want to prioritize fixing. Ideally, we end up with a mana base like 8/8/5, which will require three duals (and an aggressive deck like this will want to play zero banners). Grabbing one now is a great place to start.
Re: sultai scavenger, we want exactly one of them, whereas every other card in the pack is great in multiples. It's the fourth pick.
I want the color fixing lands, sure, but right now, here I want a good 2-drop warrior more. Even over the potentially very cheap flyer. Skullhunter.
Re: Sultai Scavenger
I somehow get the impression, that you want to max delve for it, when delving 2 cards would already make it a fine addition. And I'd play several 3/3 flying warriors for 4 mana. Of course, delve does need fuel in the graveyard, so there is such a thing as too many. But 2 or even 3 are not, in my opinion, depending on how the deck shapes up, of course.
We're not BG though. We're WBg, and we're too aggressive to want a Parapet. Feat of Resistance is the only spell I'm looking at, and I don't prioritize that card very highly, certainly not enough that I want it over fixing. Blossoming Sands for me.
I'll vote against most green cards at this point. I'm happy to splash for anafenza (and a morph or two), but the power level of a green card needs to be bomb-level before I'll take it over a good W/B card.
That leaves the dual land and Feat of resistance, and I don't think it's a tough pick. Feat not only lets you win most combats and counter removal (which is already a reasonable floor for a two mana combat trick), but you can give any of your creatures first strike/lifeolink/deathtouch/flying etc, if you have the corresponding "lord" in play. Given that we already have one "lord" and can prioritize the others, I think feat has a very high ceiling in our deck. Like, "best card" ceiling.
We want duals, but keep in mind WG is the one dual that only abzan decks want. They go later than WB and BG lands, and are a lower priority this early in the draft.
I will second Feat, we seem to be heading into solid combat, and this trick has such a versatility it's hard to not find a use for it. Besides what posertom says, it can help pushing damage if we start swiftly.
A Wall is counterproductive for what this deck wants to do: attack. Feat of Resistance is compelling, but I want the fixing first. We'll get that combat trick later, I'm sure, if we still want it. I won't declare green a splash this early, so to keep our options open, Blossoming Sands.
For me it's between the Kirin as a midrange flyer, and the Smoke Teller as an early creature, because we want a good number of early threats. Since it's still rather early in the draft, I'll go with the creature that has more late game potential, Alabaster Kirin.
Mardu Charm is the best card in the pack, but we want to be aggressive, which will be tricky in three colors already, so splashing a fourth is a no-no. I'll play Anafenza over the Charm any day.