Drifter
Green has an odd mix of themes this set, since a lot of its identity is involved in the snow ramp archetype, but it also has this theme with combat tricks, buffs, and other creature enhancements. Those plans don’t have much crossover, which I think will hurt it some – its cards seem to belong in very different directions. It does have really good fixing and I think it’s going to want to splash a ton in this set – some of the power it’s lacking can easily be made up for by simply taking the best parts of the other colours. Green does splashing by far the best, the fixing looks great and the payoffs totally absurd this set – it’s a very top-heavy one, with uncommon quality being extremely high across the board, and Green is best placed to jam as many of those busted Sagas into as many of its decks as possible.
One problem I have is that it doesn’t actually have that much to do with the ramp – the only 6+ drop it has is Ravenous Lindwurm, which is just fine, and it has some good uncommon mana sinks, but it’s not really enough to justify putting a bunch of meagre ramp cards into your deck, and it really doesn’t have that many snow payoffs. Green’s common quality strikes me as kind of weak, since it has a lot more at the low end than other colours, with cards like Arachnoform, King Harald's Revenge, Jaspera Sentinel, and Roots of Wisdom. Only Sarulf's Packmate really stands out as amazing to me, so I suspect Green drafters are going to have to rely on opening good uncommons – and its uncommon quality is very good, so maybe that will work out – and being a bit more concerned about playable counts than is normal in modern Limited formats. The snow ramp deck doesn’t strike me as great outside of Simic, so I think Green will be the worst colour if you aren’t splashing in it a lot of the time – but you really should be!
That being said, Green Blue and Green Black seem to have some good paths of synergy, since Blue and Black both make far better use of the Snow mana generation, and you should be able to snap up some good cards from whatever colour you want, since there’s so much fixing. Blue has card draw and evasive units to hold Green’s buffs, alongside a surprising amount of high end this set, and Black adds on solid removal, enablers for the “exile a creature card from your graveyard theme” (though I think Blue actually still has more good ones!), and ways to make use of the bodies Green leaves lying around (although there’s only one token generator in Elderleaf Mentor). Green Red likes Green’s decent 4 and 5 drops like Sarulf's Packmate and Grizzled Outrider, and can make best use of some of its buffs and tricks, and Green White likes its ability to set up big tempo double spell turns, and its access to better tricks than White is getting.
Ultimately, I think how good Green is has a lot to do with how many Sarulf’s Packmates, fight spells, and great uncommons of other colours you’re passed, but the power of this format’s splashes leaves it in a good place regardless.