Had a couple of tasty moments last night playing Green for the third through fifth time ever!
So it turns out that Gemscout Owl + Circle of Life = Tech II on turn 3. I guess Red has difficulty handling a patrolling Oversized Rhino with mainly Tech 0 and maybe Tech I units overall. Other fun options include Wandering Mimic* (immediately gets haste against Red more or less automatically) and that guy with all the +1 chits.
Also had a great moment where I allllllmost made things work out acceptably by Polymorphing a Pirate Gunship. Unforunately things didn’t go my way, and in fact that 1/1 gunship squirrel still helped take out my Tech II. Oops.
*Can’t be bothered to update the Red Herring Strategies thread but adding flying to a Wandering Mimic can backfire spectacularly when you realize that suddenly it effectively can no longer patrol. I had this realization the other night when playing my wife, at approximately the exact moment my Gemscout Owl touched the table.