It's very confusing, and I cant seem to find a reason why this is the case
With a deck unreliant on fixing that only plays four lands that only sometimes enter tapped, Mono Green has a strong collection of threats and removal spells that make it a contender for one of the best decks going into Midnight Hunt Standard
Let's look at the list: Mana Sources The bounce lands , although very efficient in mana correction, have the disadvantage of not being able to be used in the turn they hit the board, and considering Urza's entry between turns 3 and 4, they were removed by more dynamic options
Whip of Erebos Whip of Erebos is an awesome way to combine lifelink with reanimation (more like an unearth)
Backing up Sudden Insight is Wrenn and Seven
However, a common concern among customers is the difficulty in obtaining rare items