I have to say, when I first saw this particular colour combination for a Jeanne build, I wasn't really a fan of it. As much as Green/Wind supports the deck by making it a bit more faster and consistent, it doesn't contribute to any sort of winning strategy the deck might want to have. For example, if you play Green to accelerate the deck, you need to play ''Gretel''. If you decide to play Gretel, at least 90% of your magic stone deck needs to be comprised of Wind magic stones for her to hit the ramp consistently. If you play that many Wind stones, it means that you're limited in your Red/Fire magic stone count and consequently, means that you cannot fully take advantage of Jeanne's second [Activate] ability and cannot exploit big finishers like ''Gilles de Rais, the Golden Dragon'' at their full potential.
So why exactly do you ramp for? Sure, with ton of will you can more easily swarm the field with weenies but without any real mean, it'd just be a question of time before you'd get crushed and walled by stronger opposing resonators and finishers. If Jeanne is really the only winning strategy, what do you do after she has been taken down? These were the kind of questions I was asking myself while building the deck until I realized that the advantages the Wind attribute gave the deck could easily fix that flaw.