Historic Mythic with Mono Green Lurrus: Fun & Jank Episode 29

Plum revisits Greenie Weenie, a hyper-aggressive Mono-Green deck, and shares how key updates helped carry it all the way to Mythic.

Mono green? Let me guess your wincon. : r/MTGmemes

“You don’t need big dumb beaters to win in Mono-Green.”

Mono-Green aggro decks usually have one plan: ramp into some oversized threat, slam it down, and hope it ends the game. Cards like Craterhoof Behemoth or Storm the Festival are the usual suspects.

But here’s the thing, you don’t need big dumb beaters to close out games. Sometimes, all it takes is a pile of efficient one-drops, some pump spells, and a little bit of stubbornness.

In this episode, we’re revisiting the Greenie Weenie deck from Episode 15 that we updated in our last episode. It’s a streamlined, hyper-aggressive Mono-Green list—and I’m here to show how a few key updates turned it from a fun brew into a deck that carried me all the way to Mythic. Check out the proof here.

Let’s break it down.

The Deck

Greenie Weenie v5.1
by _Plum_
Buy on TCGplayer $180.8
Historic
best of 3
0 mythic
33 rare
21 uncommon
6 common
0
1
2
3
4
5
6+
Instants (4)
4
Aspect of Hydra
$1.56
Sorceries (6)
Enchantments (8)
4
Audacity
$3.96
4
Ranger Class
$2.36
Lands (16)
2
Forest
$0.70
4
Hushwood Verge
$35.96
4
Temple Garden
$37.96
60 Cards
$172.23
15 Cards
$31.48

Streamlining the Weenies

If you’ve been following Fun & Jank (or hanging out on stream), you’ve probably seen this deck crop up a few times before. Greenie Weenie has been one of the many brews in my arsenal on my never ending quest to prove that you can make it to Mythic with a ham sandwich. In a lot of ways, this deck is a love letter to one of my favorite meme decks of Standard’s Past: Crouching Badger, Hidden Hydra.

This list has gone through numerous iterations, but the addition of Aspect to Hydra to Arena is what made us pivot into a more devotion heavy list. Over the past month or so, we’ve refined the list—cutting the fluff, tightening the curve, and making sure every card either pushes damage or supports that plan. The latest version leans even harder into that philosophy, while giving us just enough tools to keep pace in longer games.

I mentioned some updates in our last article, but let’s take a look at some of the key cards we added that have contributed to the decks recent success.

Dryad Militant
This card is a simple yet impressive addition. A 2/1 for one mana is already solid in an aggressive deck, but the real tech here is the incidental graveyard hate. In a format where people are looping spells from the yard or trying to fuel delve, Militant quietly shuts that down while still swinging for two. It’s the kind of card that feels like a filler slot until it completely blanks someone’s list. Phoenix, Mizzix Mastery lists, etc all get affected.

Chittering Illuminator
This was the upgrade that gave the deck staying power. The Alchemy buff bringing its cost down means we get a 2/2 body that fuels our devotion while also keeping us in the race if we enter into the late game. It lets us refuel without having to dedicate slots in the main deck to card-draw. In grindy matchups, it’s the difference between running out of steam and topdecking threats all day long.

Avatar of the Resolute
One of the few non-one-drops in the deck—but it hits like a truck. With our one-drop creatures naturally picking up +1/+1 counters (Pelt Collector and Experiment One) Avatar often comes down as a 4/3 or bigger with trample for just two mana. It’s also one of the best payoff cards for going wide and scaling up your board without needing to overcommit. Trample is also an important keyword for this deck, and plays very well with Syr Faren.

Bridgeworks Battle
Not sure why I wasn’t playing this card way earlier in the development of this list. Removal when you need it, mana when you don’t. The flexibility lets us sneak in a bit of interaction without cutting into our aggressive game plan. Being able to buff something like Syr Faren, the Hengehammer or Avatar of the Resolute while clearing a key blocker has won more games than I can count. The life loss doesn’t matter if your opponent is dead.

Gameplay

Unfortunately, I ended up making it to Mythic off stream, but I did end up playing our list for a couple hours while we were in Diamond, so you can check out some Bo3 gameplay above.

Greenie Weenie is about one thing: applying pressure from turn one and forcing your opponent to scramble from behind. We’re not playing for the long game—we’re trying to end it before our opponent stabilizes. It just so happens that the upgrades I’ve talked about allow us to grind into the late game if needed.

Here’s the typical flow of a game:

  1. Early Game (Turns 1-3):
  2. Mid Game (Turns 3-5):
    • This is where we start looking to close.
    • Syr Faren, the Hengehammer becomes the focal point here—if he connects with one of our tramplers (like Avatar of the Resolute), it can be game over.
    • If Syr Faren lives a turn cycle, the opponent is usually forced into bad blocks or dies outright.
  3. Closing the Game:
    • Aspect of Hydra is the closer. With all the green pips we stack up from one-drops, it can easily pump something +5/+5 or more for a surprise lethal swing.
    • If the opponent stabilizes with blockers, we can use Bridgeworks Battle to buff a threat and clear the path.
    • In grindy matches, Chittering Illuminator and Ranger Class give us a steady stream of bodies from the top of the deck.

The key is speed and scaling—we get on board fast, grow our creatures bigger than the opponent’s blockers, and then finish with Syr Faren or Aspect of Hydrafor a lethal swing before they can recover.

We’re not here to go toe-to-toe in the late game. We’re here to hit hard, hit fast, and make our opponents wonder how they lost to a pile of one-drops.

We ended up with a 71% WR through diamond which actually took be by surprise. Let’s be real—Greenie Weenie doesn’t exactly steamroll the entire ladder. It’s certainly a deck that catches off guard, and I believe it has some real power as an archetype, but we have some bad matchups with the top contenders in Historic. Let me highlight a few.

Mono-Green Devotion
This matchup feels like we’re playing the same game, except they brought better cards. Their creatures outsize ours way too fast, and once they start untapping Nykthos, Shrine to Nyx? It’s over. We can’t keep pace with their mana production or their top-end threats, and even our best aggressive starts usually aren’t fast enough to close before they stabilize.

Boros Energy
This one’s rough for a different reason. Boros plays a tight, efficient game that grinds way better than we do. Cards like Ajani, Nacatl Pariah and Ocelot Pride become huge problems if we can’t close early. Their removal is cheap enough to slow us down, and once they start generating energy and card advantage, it’s hard to claw back in. Raptor is even better for them in this match up, as it blocks our early game creatures very very well.

Combo Decks (Emergent Ultimatum, etc.)
Combo matchups are all about speed, and while we’re fast, we’re not always fast enough. Decks like Emergent Ultimatum don’t care about our creatures if they get a few turns to set up. We can’t disrupt them game 1, so the race is everything—and if we stumble even a little, they’ll combo off while we’re still swinging with a couple weenies.

These aren’t unwinnable, but they’re the matchups that test the deck’s limits. When our curve works and we pressure early, we can steal games—but these decks expose where we’re soft.

Sideboard

The Greenie Weenie sideboard isn’t here to reinvent the wheel—it’s here to patch up our worst matchups and give us just enough disruption to sneak through where the maindeck can’t. Here’s the game plan:

  • 3 Haywire Mite
    Our go-to for dealing with artifacts and enchantments that shut down aggro plans—The One Ring, Temporary Lockdown, Leyline Binding, you name it.
  • 3 White Orchid Phantom
    This is the sneaky tech. A 2/2 flyer with first strike and it blows up a nonbasic land when it enters? Huge in matchups where our opponents are leaning on stuff like Nykthos, Shrine to Nyx, Shifting Woodland, or greedy manabases. Slows down Mono-Green Devotion, five-color piles, and some combo decks just long enough for us to push damage through.
  • 2 Path to Exile
    Clean, efficient removal for decks that bring bigger creatures to the table than we can handle. Mainly comes in against Mono-Green Devotion or other midrange piles where we just need to clear the path for our attackers.
  • 1 Tail Swipe
    One-mana fight spell that lets us handle early blockers or clear out key threats without losing tempo. Works well with our naturally beefy creatures.
  • 1 Heroic Intervention
    A hedge against board wipes and mass removal. Giving our whole board hexproof and indestructible for a turn is often the difference between winning and losing against Control decks with sweepers.
  • 2 Tormod's Crypt
    Free graveyard hate for decks leaning on delve, reanimation, or recursion. Hits Phoenix, Greasefang, or anything else that tries to get value from the yard.
  • 1 Pithing Needle
    A flexible catch-all for activated abilities. Great against planeswalkers, mana sinks, or combo pieces that we can’t otherwise interact with.
  • 1 The Stone Brain
    Anti-combo tech. Name the key card in their deck (like Emergent Ultimatum or Goblin Charbelcher) and exile it from their hand, deck, and graveyard. Helps slow down or outright shut off their win condition.

Closing Thoughts

This is the 3rd time I’ve talked about this deck, and I know for some folks, hearing about different versions of the same deck over time might start to feel a little repetitive. But honestly? That’s one of my favorite parts of brewing.

There’s something really satisfying about taking an idea, revisiting it, and making those small tweaks that actually make the deck better. It’s a natural part of the process—testing new cards, trimming the fat, finding that one piece that makes the whole thing click. And when you finally see it come together, when that one change turns a good deck into a winning one? That’s the juice. That’s what keeps me coming back. Greenie Weenie hitting Mythic wasn’t about breaking the format or finding the next tier-one aggro list. It was about seeing the evolution of a brew, taking what we learned from every game, and letting the deck grow into something that could actually compete at the highest level.

Thanks for reading.

As always feel free to comment and leave any questions you have below! Make sure to come back next week for even more Fun & Jank!

If you want to see these decks in action, come hang out with me on stream where we test, refine, and have a ton of fun together!

Happy Brewing!

Iroas, God of Victory Art

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_Plum_
_Plum_

Plum is the creator of the Jank Tank.
He started playing at the ripe old age of 12 and immediately fell in love with the infinite possibilities that deck building could lead to.
He truly understands that jank is a mindset, and spends most of his free time brewing and concocting new and exciting deck lists to help inspire and promote creativity within the MTG community.

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