Greetings, Planeswalkers! I’m The MTG Hero, and it’s time to sharpen your claws, file your fangs, and get ready to hunt because Mono-Green Aggro is here. It’s real, it’s powerful, and it’s winning games. Because honestly, Is there any better feeling in Magic than hearing that beautiful BOOM sound effect when your opponent takes a massive hit while sitting at spells they never got to use? Personally, I don’t think so.
Now, last week I said Boros was my favorite deck and that still holds true. But my second choice? Mono-Green Aggro. It is absolutely the next top contender in my eyes. It’s clean, it’s straight forward, and it knows exactly what it wants to do: crush people and move on.
Landfall? More like Falls Short!
Some of you might be familiar with the Mono-Green Landfall variant. Super explosive, right? Sure. But that explosiveness comes at a cost. The deck is extremely inconsistent and the definition of glass cannon. If Standard had fetchlands like Misty Rainforest or Wooded Foothills, I might be a fan. But we don’t. The best we’ve got are Fabled Passage, Terramorphic Expanse, and Rogue’s Passage Opening with multiples or combinations of these lands leads to slow, clunky starts and awkward midgames.
Your win condition is basically relying on one big swing to close out games. This also means the deck has to run cards like Snakeskin Veil or Royal Treatment to protect its lone threat or if you are lucky two threats. That creates even more awkward hands, since those cards are dead draws without creatures.
So what are we left with? A deck that’s half lands, half of which enter tapped and a bunch of protection spells that only function if you already have a board. In short? This deck just doesn’t do it for me.
Now this is what I am talking about! Some say “might makes right” and this deck proves it with individually powerful cards that work together beautifully in a clean, consistent shell that is ready to take on whatever is unlucky enough to sit across the table from you.
Main Deck
Syr Farren, the Hedgehammer has been a longtime powerhouse for me. Winning tournaments, winning a lot of prize money, and even carrying me to Mythic multiple times. Now that it’s a 1-drop? Count me in. Pair Surrak, Elusive Hunter is our value machine. This card is what lets us go card-for-card with black midrange and control decks. While our opponents try to trade 1-for-1, Surrak ensures we come out ahead by drawing cards and pressure the opponent. A solid body with trample on top is just extra upside.
Ouroboroid is the game ender. This beast snowballs out of control and locks up games in the mid-to-late turns. Throwing a Giant Growth on it to give the whole board a permanent +4/+4 is absurd, and it scales harder every turn. I usually hold it until I can protect it or punish a tapped-out opponent, but even without the blowout play, incremental buffs (+1/+1, then +2/+2) still win games.
When it comes to protection spells, I’m running Royal Treatment over Snakeskin Veil. Royal Treatment leaves behind an aura that’s essentially a +1/+1 counter and also grants Ward, making threats tougher to remove later. In a vacuum, I think it’s stronger. That said, if I were running more than two protection spells, I’d lean toward Veil since its counters stack, unlike the auras. Either way, saving a threat and then pairing it with (so it effectively has Ward 2) is a huge play.
Keen-Eyes Curator is our main graveyard hate. I prefer it over Scavenging Ooze because we don’t have consistent removal to reliably feed an Ooze. Curator also comes with trample once he is online, which makes breaking through in combat much easier. Since multiple Curators have diminishing returns, I wouldn’t jam too many copies. But with Izzet dominating right now, 3 is needed, but four is definitely overkill.
Sentinel of the Nameless City has been a Standard staple since release. A big body is great against aggro, and the Map tokens generate a surprising amount of value by fixing draws when combined with some of our other cards and clearing lands on top of our deck. I’ve tried it as a two-of in the past, but I’ve settled on three copies as the sweet spot.
Innkeeper's Talent is easily the best card in the deck and probably the best green card in Standard. Sure, drawing multiples can feel clunky, but the power level is so high that we want to maximize our chances of seeing it every game and seeing two is usually game ending.
Sideboard Options
Mono-Green might have the weakest sideboard options in Standard, but it’s far from useless, we just have to get creative. When I’m building sideboards, I stick to the fundamentals: answers for aggro, tools for control, enchantment/artifact hate, and graveyard disruption. That usually covers all the bases.
Hard-Hitting Question is hands-down the best fight spell in Standard, since your creature doesn’t take damage back. Mono-Green doesn’t have conventional, and this is as good as it gets. While Bushwhack is usually stronger in Landfall builds because of its land-finding flexibility, but we really need that and not taking damage back means we can easily remove deathtouch creatures and Planeswalkers without attacking them.
Railway Brawler is our bomb against control and midrange. It’s a massive threat that makes all of our creatures that come down after huge threats. The ability to plot it can force some bad decisions from our opponents, like do they hold up counters/removal for it while we push through damage and cast our creatures?
I’ll admit, I wasn’t initially a fan of Scrapshooter because giving your opponent a card always feels bad. But after testing, it’s proven itself. It usually evens out to a 1-for-1 trade and if it eats a removal spell, then it’s effectively a 1-for-nothing. The 4/4 body is also cost effective for 3-mana.
At first, I ran Snakeskin Veil in the sideboard, but it’s since been replaced with Overprotect, and here’s why: it doubles as an extra Overprotect is the superior card for games two and three.
This little guy is very powerful, but in this deck I don’t care for it. A 2/2 body for a single mana is fantastic, don’t get me wrong. If I were playing a more traditional aggro deck, it makes the cut no question. I can see worlds where we might play this over Llanowar, but a mana dork in this economy is too good to pass up.
This card had a lot of hype, but I don’t like it. It takes a lot of mana and set up to do anything better than Growth.
Viven is very good but I don’t think she goes here. She is expensive and doesn’t protect herself well. Anytime I was a head and played her I wished she was another creature to close the game out. When I was behind she rarely dug me back into the game.
Wrap-Up
I think Mono Green is a contender. It has put up great numbers in the hands of skilled players. I think the meta statistics might be a bit warped right now as we have Mono Green Aggro and Mono Green Landfall grouped together as the same beck when they are not. I think if you are sick of Red Decks but still want to bash face then this is the deck for you. It hits hard, hits fast and doesn’t apologize for it. Get out of it’s way or get smashed. Until next time Planeswalkers, Hero out
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My name is The MTG Hero. I have played Magic for over 15 years. I am a consistent high Mythic ranked player. Follow me on Twitch and subscribe on YouTube!