Mono green decks are often powerful, filled with some of the best beaters in all of magic, often supported by serious buffs. Couple those big beats with the strongest mana generation around, and you’ve got a combo that can threaten any table. However, sometimes just being capital B, Big isn’t enough when it comes to winning the game, so I want to highlight some of the best win conditions available in mono green.
I typically prefer one-card one conditions wherever possible, but highlighting at least one combo win is definitely worthwhile. Temur Sabertooth is a solid card that lets you reuse powerful enters-the-battlefield effects as long as you have the mana to feed into the bounce. However, this kitty is also very good at comboing off with certain cards. The best example is any creature that can tap for a lot of mana, say equal to your devotion or with lots of elves, plus a haste enabler. You tap the creature for mana, return it to hand for two, replay it with mana left over, then repeat for infinite mana, enters the battlefield triggers, and leaves the battlefield triggers. If you can’t win from there, then something has gone wrong.
As far as things you can do with lots of mana (even if it’s not generated by an infinite cat combo), Genesis Wave is my favorite thing to dump piles of resources into. Yes, if you are not literally playing out your entire deck with it there is definitely some randomness involved, but odds are very good that the amount of value you get off of a big Genesis wave can win you the game. While it may just be another way to get big bodies down, depending on how you have built your deck it can just as easily spit out a game winning combo or generate enough resources that your opponent’s will never be able to catch up.
You might have noticed by now that many green win conditions are mana hungry in one way or another, and Helix Pinnacle is, well, the pinnacle of that. There is a reason that Omnath, Locus of Mana is a popular mono green commander, and this card easily contributes to that popularity. At its worst, Helix Pinnacle is an easy way to spend any extra mana you have laying around, until you have the resources available to start feeding the win condition even more aggressively. Let me tell you, few things are quite as satisfying as pumping the pinnacle up for a win.
Triumph of the Hordes
Infect is often frowned upon as a win condition, but I for one love to see an opponent tick up to ten and keel over. Triumph of the Hordes makes that experience trivial to achieve, requiring literally no other infect sources to potentially poison the entire table. Triumph should be a ubiquitous win condition in green decks, as it works whether you’re going wide or tall- a single large creature gaining infect can be just as (if not more) effective than an army of 1/1s (now 2/2s) for knocking out just one player, but if you have anything resembling a threatening boardstate your horde could be ending the game for everyone.
Finally, the clear winner for mono-green win conditions is the ultimate Overrun variant- Craterhoof Behemoth. The number of games I’ve won curving Avenger of Zendikar into Craterhoof is… well, a slightly distressing number in all honesty, but what works, works! I would not be surprised if there are more wins being carried by Craterhoof than the other win conditions listed here combined. This big, hasty boy all but guarantees the defeat of an opponent if you have anything resembling a board state, and with as late as it tends to drop the odds are very good that you may just be trampling over the entire table.