Ok, new update has been made. Also all the cards have been added to the wikia database (https://duel-portal....x.php/Main_Page) and are able to be used publicly on duelportal. Please, play-test them.
Also, this is the pure list that I was able to come up with. If anyone is able to build a different list, even if just a hybrid list (like some other archetype/deck) please share.
Main Deck (40):
Monsters (20) -
3 Elemental Herb, Burdock
3 Elemental Herb, Cinquefoil
3 Elemental Herb, Hyssop
3 Elemental Herb, Mugwort
3 Elemental Herb, Rose
3 Elemental Herb, Silphium
2 Elemental Herbalist, Virce
Spells (17) -
1 Monster Reborn*
1 One for One*
1 Soul Charge*
1 Upstart Goblin*
3 Vast Field of Elemental Herbs
3 Vegetable Garden of Elemental Herbs
2 Victim of the Elemental Herbalist
3 Vile Commander of the Element Herbs
Traps (3) -
1 Valiant Aide of the Elemental Herbalist
2 Vexation of the Elemental Herbalist
Extra Deck (15):
1 Phantom Fortress Enterblathnir*
1 True King of All Calamities*
1 Akashic Magician*
1 Borreload Dragon*
1 Borrelsword Dragon*
1 Knightmare Unicorn*
1 Summon Sorceress*
1 Underclock Taker*
3 Virce, the Elemental Herbalist
3 Volla, Riden by the Elemental Herbalist
There is a heavy monster lineup. You want to see a hand full of monsters. Especially level 4 or lower since they can be normal summoning and you want to see as many different names as possible for vegetable garden. The level 5 and 6 can be run at 2, but since the discard cost is so easy to have for their special summon, I still believe that maxing out on the 18 discard fodder monsters is ideal. The level 9 is run at 2 because, it can clog 1st turn hands with its banish from grave special summon requirement as opposed to the discard requirement. However, it is searchable with vile, not opt, and can help you make VFD 1st turn if you open ideally.
All of the non-archetypal spells are limited power spells. Monster reborn and soul charge, help late game recursion that this deck lacks, but all aren't bricks most of the time if you draw enough monsters in the opening hand (although you will have to burn them non-ideally). Raigeki helps clear monster boards, since going 2nd the deck has issues with monster threats. One for one, is effectively another monster since it's a discard to special summon the level 1 from deck. Although since it activates it can be negated, so its less desirable than having a monster. Reasoning is super powerful in the deck as they are all different levels and a bunch of your S/Ts get effects in the grave. Also free banish fodder for the level 9. Upstart because you want to see vile more. 3 of each of the archetypal spells except victim which you run at 2. Vile is the best card in the deck. +1, enough said. Vast field, allows you to send vile to grave to be added back with Virce and also lets you toolbox your traps and quick play. Vegetable garden is an amazing card that you really want to see, but drawing multiples sucks. Playing 3 does allow you to see it more though and that is super important going 1st as you are -1 for every special summon. Victim is really powerful, but unlike the other 3 herb spells, this herbalist quick-play spell can be set with vast field when need be. Thus, you play 2, because you have plenty of access to it, but drawing multiple in the opening hand causes bricks. Great card and is what you set with vast field 90% of the time.
Both the traps are mainly run for the banish from grave effect. They both have archetypal names and can be discarded, so drawing 1 of them isn't disastrous. Being herbalists and not herbs they can also be set with vast field, if the niche situations that their activated effects come up. Vexation is live going 1st and having 2 can loop the effect (across turns), so you play 2. Also, the -1 is ok, if you are adding something like vile that is a +1. Valiant aide is almost always bad to draw. Usually sent to grave with vast field if you already have vile, in order to recycle resources, then you can use Virce to add back to hand. It has some good tech match-ups with backrow heavy decks too.
Most of the extra deck is toolbox link monsters for different scenarios and helping the weaknesses of the deck. Summon Sorceress works because all the herbs are plants. I play 3 and 3 of the archetypal links. Realistically, you could get away with only 2 Volla and play something like a knightmare cerberus for more toolbox. However, making multiple of the link 3 happens frequently and the +500 from grave does make a difference. You go through the link 2 extremely fast, recommend playing 3 in all pure builds. The rank 9s are there to overlay the 2 level 9 Virce's. A situation that comes up often enough to warrant those 2 cards and they both cover some of the decks weaknesses.
The field spell is the only card that didn't make the main deck cut. In earlier builds before the last set, you would play it, but will the whole archetype released, it doesn't do enough. It's a -1, that can be played around largely as well as conflicts with some of your deck. In certain match-ups it's just a dead card too. Also, realistically you are going to blind pop all your opponent's backrow if at all possible so being able to see sets is not as useful as in other decks. It's left to the side deck, for monster heavy decks since it can put in work there and is easily searchable (set with vast field).
Overall, the deck is pretty consistent, and their floodgate boss monster can just win certain match-ups. However, they lose advantage very quickly without vile and vegetable garden and you can be out grinded as the OTK potential of the deck is limited (you can OTK if you have enough resources, but likely after your first turn you probably won't have enough). Despite the negate, the deck's 1st turn board is still super vulnerable to board wipes. However, the deck can go 2nd pretty nicely if it has to meaning losing the dice roll isn't terrible and you can take your opponent's deck into consideration when deciding to go 1st or 2nd games 2 and 3. Due to some power cards, some boards can be busted, but they are rare and usually you set up your link 3 negate with 2 cards in hand.