For Green/White theres also Selesneya Sanctuary
and Horizon Canopy, and Elfhame Palace, and Tranquil Garden..
Although it's worth noting about the Selesnya Sanctuary cycle... (called the "Karoos" by some players) .. that they are not quite good for fixing colors, because you can't play them until turn 2 and you can't use them until turn 3. They primary purpose of these lands is to increase your overall mana count later on. (if you played 4 lands, you have only 4 mana.. but if one of them is a Selesnya Sanctuary, then you have 5 mana)
Also, like most land cycles, Karoos are only available for "friendly" color pairs. (such as green/white, white/blue, blue/black, etc)
The 10th edition "pain-lands" and Ravnica duals are available in all 10 color pairs. (including enemy color pairs such as black/white, blue/green, etc) These are also the best ones for general purpose, since they are some of the only color-fixing lands that you can actually use the turn you play them -and- every single turn after that, and without slowing you down.
if only there is a way to pull Ward Sliver straight out of your deck...
Homing Sliver. >_>
Yea, that's pretty sweet. Lots of options.
Also, when running these kind of fetch cards, it opens a WHOLE NEW PARADIGM in deck building.
You can now run only 1 or 2 of a certain cards instead of 4, so you have that card available only when you need it. This is perfect for cards that are only good for specific situations, or just those that cost a lot of mana, which you might want later on, but don't want to be swamped with copies of in the beginning of the game.