Welcome to Mono-Green Jund Aggro, where every nonland card is a creature, and every creature is green. This deck aims to quickly flood the board with aggressive, beefy creatures that are able to overrun and kill anything in their path.
The strict adherence to green creatures is due to Interan Soothsayer, which is probably the most impactful two drop in the deck, if not the most impactful creature period. Since it counts itself, as long as you have a turn 1 play, it's a 3/3 when you play it, and a 4/4 or even 5/5 when you go to actually attack with it on turn 3.
Declan, Wayward Squire effectively reads as giving all your creatures haste. With the efficient stats on all of your creatures, he's almost always able to swing in for a very solid amount of damage. However, as the game goes on and your hand empties, he starts to lose all of his usefulness, becoming little more than a +1/+1 buff for Interan Soothsayer. Duskwood Vanguard similarly is strong early, but quickly falls off as the game goes on. Acting as a reward for the very aggressive land base, with it's 12 fetches to 8 things to actually fetch, it will often be a full 4/5 when it attacks.
Aleud Beastmaster and Rauin Bay Admiral are both here to take advantage of the high creature count. Aleud Beastmaster will always be at least a 2/1 when it isn't blocked, but more commonly will hit for 3-5 damage. And if it's blocked, then that means one of your more expensive creatures was able to get in instead. Rauin Bay Admiral, as a 3/2 trampler, is already efficient for it's CMC, and our mana base has no issues with the double colour density. Against decks with few creatures, small creatures, or only late game creatures, he also dumps +1/+1 counters on the rest of your creatures every turn, increasing your inevitability. Note that both of these creatures, alongside Interan Soothsayer, all help offset the mid-to-lategame weaknesses of Declan, Wayward Squire and Duskwood Vanguard.
These three creatures all help punch through flooded board states; and are especially potent against token decks that otherwise would chump block you for days. Sera is a high investment, high reward creature, needing constant mana investments to keep her from dying, but able to kill off troublesome creatures turn after turn. Steelhoof Battlechief's two greatest targets for its buff are Interan Soothsayer and Sera of Coppercove. Targeting Interan Soothsayer lets your biggest creature get past any and all blockers, while stacking triggers properly with Sera helps offset the need to invest mana in her. Slayer of the Famed will often only be able to attack once, but is a near guarenteed 2-for-1 when it does.
For more lategame strength, we have Ser Malcomn and Warden of the Fronds. Due to the power of the Kora Duals alongside fetches, I anticipate Ser Malcomn will have plenty of lands to build off of. Admittedly he's a bit opposed to the strategy of the deck due to be at his weakest when the deck is trying to quickly close out the game, but his ability to constantly scale as the game goes on is worth it, in my opinion. Meanwhile, Warden of the Fronds is pure upside. With every nonfetch in our deck being a Forest, he will always be at least a 3/3 for three mana. And once you hit five, he becomes nearly impossible to deal with. Especially strong against control decks, due to the difficulty involved in trying to remove him.
ONE DROPS (12)
4x Aleud Beastmaster (creature, 1/1, frenzy X where X is unblocked creatures, G)
4x Declan, Wayward Squire (legendary creature, 0/1, copies p/t of creatures when they etb until eot, G)
4x Duskwood Vanguard (creature, 0/1, landfall +2/+2, G)
TWO DROPS (16)
4x Ser Malcomn (legendary creature, p/t = nonbasics opponents control, trample, GB)
4x Sera of Coppercove (legendary creature, 2/2, attacks if able, fights on attack, 1RG: +3/+3, RG)
4x Interan Soothsayer (creature, 1/1, +1/+1 for each green creature you control, G+tap: put a +1/+1 counter on green creature, 1G)
4x Raiun Bay Admiral (creature, 3/2, trample, gives other creatures you control a +1/+1 counter if it damages a player and survives, GG)
THREE DROPS (12)
4x Slayer of the Famed (creature, 3/2, deathtouch, menace, must be blocked if able, 1BG)
4x Steelhoof Battlechief (creature, 3/2, trample, on attack another creature gets +2/+2 and trample, 1GG)
4x Warden of the Fronds (creature, p/t = Forests you control, indestructible with 5+ lands, 2G)
4x Amber Hills (green white shockfetch)
4x Grim Bastion (green black shockfetch)
4x Wayfarer's Shrine (pay 1+sac+tap: grab untapped basic)
3x Fungal Mire (forest swamp, enters tapped unless you control a matching basic)
2x Flourishing Crevasse (forest mountain, enters tapped unless you control a matching basic)
1x Forest (forest)
1x Mountain (mountain)
1x Swamp (swamp)
4x Tenacious Guide (creature, 2/2, can't be countered, R/G: target spell can't be countered, R/GR/G)
4x Wellspring of Creation (creature, 4/4, can't be countered, if sacced put it on top or bottom of library, 1GU)
4x Shinrin Spellhunter (creature, 3/3, flash, draw on etb if opponent cast a noncreature spell, 1GU)
2x Lush Oasis (forest island, enters tapped unless you control a matching basic)
1x Island (island)
For the sideboard, at the moment my only plan for combo decks is to try and get under them, and so have dedicated the board to helping me get through control matchups, adding blue to the mix for some powerful tools.