With the release of Core 20 we got 4 sweet cards for what I would say is the forgotten mono color in standard, mono green. In the main deck we got the planeswalker Vivien, Arkbow Ranger. The new Vivien costs 1 and three green for 4 loyalty and three sweet abilities. Her +1 distributes two +1/+1 counters among up to two creatures. They also gain trample until end of turn. This is a pretty great ability that does everything you could want, making your creatures bigger and giving them trample until end of turn. Giving them trample is great since the best creatures in green usually don’t have trample, but a massive attack strength. The second ability is -3 and target creatures you control deals damage equal to its power to target creature or planeswalker. Its basically a removal spell for a creature or planeswalker. Her -5 puts a creature from your sideboard into your hand. Which lets you have any creature in standard in your hand. Here’s my take on Mono-Green.

Mono-Green Stompy

Creatures (31)
Pelt Collector
Llanowar Elves
Paradise Druid
Thrashing Brontodon
Steel Leaf Champion
Nullhide Ferox
Shifting Ceratops
God-Eternal Rhonas
Carnage Tyrant
Ghalta, Primal Hunger

Planeswalkers (7)
Nissa, Who Shakes the World
Vivien, Arkbow Ranger

Lands (22)
22 Forest
Sideboard (15)
Gargos Vicious Watcher
The Immortal Sun
Ripjaw Raptor
Vivien's Arkbow
Veil of summer
Pelakka Wurm
Vivien Reid

The second card of interest is Shifting Ceratops which is a 5/4 for 2 and two green. It has this spell can’t be countered, protection from blue, and green: Shifting Ceratops gains you choice of reach, trample, or haste until end of turn.

Can’t be countered means that it’s guaranteed to hit the field which is great for green. Protection from blue protects it from Teferi and everything else blue, and it can’t be blocked by blue either. It third ability is amazing, if they have a flyer give it reach. They have chump blockers give it trample. Also, it’s never a bad top deck since you can give it haste. They only cost one green for each ability.

The 1-2 drops are simple, good old Llanowar Elves to add more mana. Pelt Collector is great since it’s affected by most of the other creatures in the deck until it’s a 5/5. Then once it has three counters it has trample. It also works well with Vivien because of her ability to put counters on creatures. The 2 drop is Paradise Druid a 2/1 for 1 and a green, it taps for a mana. Also, it has hexproof if it’s untapped.

There’s two different 3 drops, Thrashing Brontodon and Steel Leaf Champion. Brontodon has a 3/4 body for 1 and 2 green, 1 and sacrifice it to destroy a artifact or enchantment. Steel Leaf is a powerful 5/4 for only 3 green and it can’t be blocked by creatures with power two or less, which is most of the creatures in standard. Because he comes out so early he is a big threat.

The four drops are Nullhide Ferox, along with the previously stated Vivien, Arkbow Ranger and Shifting Ceratops. Nullhide Ferox is a 6/6 for 2 and 2 green. Sadly, with it you can’t cast non-creature spells. However, either player can pay 2 to remove all of his abilities until end of turn. He also has Hexproof. His last ability is that if an opponent causes you to discard it you put it on the battlefield instead.

The five drops are where the important parts live. Nissa, who Shakes the World is a powerful planeswalker that’s passive makes forests tap for an additional green. Her +1 untaps a land turns it into a creature and puts 3 +1/+1 counters on it, it also gets vigilance and haste. Her-8 gives you an emblem with lands you control have indestructible. Then search your library for any number of forest cards, put them onto the battlefield tapped, then shuffle your library.

God-Eternal Rhonas is the other five drop for a 5/5 body and for over kill it has deathtouch. When Rhonas enters the battlefield, double the power of each creature you control until end of turn and they gain vigilance until end of turn. Also, whenever he dies or he is exiled from the field you put him third from the top.

The six and above slots are great with Carnage tyrant and Ghalta, Primal Hunger. The first creature is Carnage Tyrant it’s a 7/6 which is massive. He can’t be countered which stops most of blues responses. He also has hexproof and trample. He is one of the best creatures in standard. Ghalta, Primal Hunger is a casual 12/12 with trample for 10 and 2 green. Which sound like a lot but the total power of creatures on the field that you control. It can be up to 10 mana cheaper.

The sideboard has mostly cards to stop control. The first card is the Immortal Sun which is great against control because, of its ability to stop planeswalker abilities, refuel your hand, while growing your creatures, and it makes things cheaper. Vivien’s Arkbow is also great against control because in the late game it tuns lands into creatures. Veil of summer is also great against control stopping Thought Erasure and both teferis’s down ticks, and any thing else blue or black that is targeted. Also, it draws you a card.

Vivien Reid is good against control too giving you more creatures or lands. Along with the ability to destroy any flyers they put in, Search for Azcanta, and Oath of Kaya. If you can get her to her emblem the control player just loses since they can’t destroy your creatures. The other cards are Ripjaw Raptor that you can switch with Shifting Ceratops against aggro because, it has a larger toughness and if it’s dealt damage you draw a card. Gargos, Vicious Watcher is great to grab from your sideboard with Vivien, Arkbow Ranger. He is also better than Carnage Tyrant against midrange. Pelakka Wurm is also great to grab with Vivien too. It’s good against aggro too because you gain 7 life when you play it.