Keeping Modern Janky: Mono Green Landfall with Turtles

Keeping Modern Janky: Mono Green Landfall with Turtles

by Johnny Cycles, March 20th, 2026

Teenage Mutant Ninja Turtles features a Hardened Scales on a body that gives Mono Green Landfall another means of pumping up Tifa Lockhart or Mossborn Hydra. Being a creature allows us to keep Collected Company in, as well, something that doesn’t happen when we play more enchantment-based support pieces (Ride the Shoopuf and Roaring Earth). Of course, the drawback of taking those pieces out is that we have less ways of actually putting counters on creatures. It’s a fine balance.

Here’s the deck:

Decklist – Mono Green Landfall

by Johnny Cycles
Format: Modern

Creatures (28)

4 Delighted Halfling
3 Sazh’s Chocobo
2 Badgermole Cub
4 Bristly Bill, Spine Sower
3 Michelangelo, Weirdness to 11
4 Tifa Lockhart
4 Mossborn Hydra
3 Traveling Chocobo

Enchantments (4)

4 Hardened Scales

Instants (7)

3 Snakeskin Veil
4 Collected Company

Lands (22)

1 Boseiju, Who Endures
3 Field of Ruin
7 Forest
1 Misty Rainforest
4 Verdant Catacombs
4 Wooded Foothills
2 Yavimaya, Cradle of Growth

Sideboard (15)

4 Veil of Summer
2 The Ooze
2 Vexing Bauble
3 Mikey & Leo, Chaos & Order
2 Endurance
2 Force of Vigor

Deck Tech

Primary Game Plan

You can read the original article here, but the TL;DR is we want to grow either Tifa Lockhart or Mossborn Hydra to epic proportions and 1-shot our opponent. To increase our chances of doing this, we’re playing three copies of Snakeskin Veil to fight against maindeck spot removal.

To power out our finishers early we play Delighted Halfling and Badgermole Cub. These two creatures also help us cast Collected Company early. This is our ultimate catch-up card if our opponent has answered our first wave of threats. Sazh’s Chocobo helps give us something to do on turn 1 that will require an answer eventually or grow to death-dealing proportions.

Badgermole Cub, however, does double duty with its earthbending ability. In the right spot, we can get triple landfall triggers from a single fetchland.

How do the TMNT Cards Fit?

Nothing too surprising here. Michelangelo, Weirdness to 11 functions as a Hardened Scales, as I mentioned. But, nearly as importantly, he creates a Mutagen token. Given our chief way of adding counters to any creature is Bristly Bill, Spine Sower, having a secondary way to do so is a big deal for us.

From the board, we have Mikey & Leo, Chaos & Order as a way to draw cards against any kind of Midrange or Control strategy without watering down our creature count. The Ooze functions as a less powerful The Ozolith, but with the added upside of graveyard hate.

I’ve tweaked the sideboard to make room for a couple of copies of Vexing Bauble to fight against the blink decks.

Match 1 vs. Dimir Sneak Mill

Match 2 vs. Jund Stompy

Match 3 vs. Affinity

Match 4 vs. Grixis Treasures

Overall Record: 3-2

We played Mill a second time and snuck out game 2 for the win.

Impressions from Game Play

The deck demonstrated its power and synergy in a number of games. The big takeaway for me is that we need some additional ways to put counters on creatures since we’ve increased our Hardened Scales effect. Too often we would have some enablers out, but we’d be missing Bristly Bill to start the party of doling out counters and doubling (or tripling) them. I think to help with this, we should add either The Ooze or one of the two enchantments that do the same thing as Bristly Bill.

Second, Badgermole Cub is so powerful that I really want to make room for more copies. I’m just unsure what we cut for all these additions. Sazh’s Chocobo is the most underwhelming card in the deck, but it also tends to draw out a removal spell. And that means one less answer to our real threats.

Collected Company is easy to look at as too costly for what we’re trying to do, but it also gives us a chance in the late game after our opponent has answered our first round of threats.

Traveling Chocobo seems like the odd one out, but it fuels some of our best turns. In other words, it wins us games as often as Tifa or Mossborn Hydra.

Mono Green Landfall 2.0

Out: Sazh’s Chocobo

In: Roaring Earth

I went with the least powerful card of the possible cuts. So far, I’ve been very happy with Roaring Earth and haven’t really missed the 1-drop flightless bird.

Sideboard

I cut the two copies of Force of Vigor with the thought that it is too slow for Affinity. Of course, then I ran into multiple enchantments we’d like to hose… Still, I don’t think we need that level of reactivity, to be honest. We want to stick to our aggressive plan.

Out: Force of Vigor

In: Trash the Town

I was looking for ways to give our creatures both hexproof and trample and found this. I like the flexibility it gives us, though it may still be better to err on the side of something like Gaea’s Gift.

Match 1 vs. Enchantress Emrakul

Match 2 vs. Eldrazi

Match 3 vs. Boros Ponza

Match 4 vs. Dimir Sneak Mill

Match 5 vs. Simic Bounce

Overall Record: 4-0-1

Not too shabby! Our last opponent scooped due to time constraints after game 1, so who knows how the match would’ve played out. Furthermore, MTGO appeared to have a glitch that didn’t recognize one of his creatures’ static ability that would’ve drawn him extra cards. His deck was super sweet and played a strategy that seems like it would be difficult for us, so I’m going to mark it down as a tie.

Impressions from 2.0 Game Play

Our deck played extremely well AND we had some favorable match-ups. The one match we ran into that may have caused us problems was an Izzet Delver list flush with removal. My opponent was not a pleasant interlocutor, so I scooped the match and moved on. We’ve beaten that deck before, though, so who knows.

Roaring Earth was a great addition and just what we needed. In several games, we had it over Bristly Bill, Spine Sower, which means we would’ve had Sazh’s Chocobo in the first build in those spots. Because of the enchantment, though, we were able to execute our game plan on curve and win, whereas had we played the Bird there, we probably would’ve durdled too much and lost.

Trash the Town was relevant in one game, I suppose. I like having something like it in the board, but I also missed Force of Vigor more than once.

Conclusion

Mono Green Landfall is a legit deck. There were plenty of times when we won from nowhere on turn 4 and we got the one turn 3 win. Spot removal and sweepers can be a problem, but we saw how the deck can power through even these in our Boros Ponza match.

Michelangelo, Weirdness to 11 is a powerful addition to the deck, in my opinion. Doubling up most of our counters is a huge ability to have, while the Mutagen token played an important role, as well. Having redundant Hardened Scales pieces increases the consistency of the deck, particularly with Roaring Earth in place of Sazh’s Chocobo.

One card I’d like to test out more in the main deck is The Ooze. Mutagen tokens were surprisingly powerful, while the graveyard hate can often be game over in the right spot against Reanimator. Alas, I’m not sure I can part ways with Badgermole Cub. It is such a fun, powerful, and synergistic card! I don’t think I’ve even scratched the surface of what it can do in our deck.

All in all, I had a blast playing Mono Green Landfall. I highly recommend it to anyone who likes synergistic Aggro decks that can win out of nowhere. And lest I lose sight of Traveling Chocobo and Mossborn Hydra in all the new cards, this pair is a must-include. The former synergizes with most of our cards, while the latter is an amazing finisher.

What do you think? Have you played Mono Green Landfall? What cards do you like?

Thanks for reading and watching!

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