Scurry Oak being able to go infinite in mono-g with only 2 cards is pretty neat, especially considering both are alright by themselves. Without synergies you're looking for 2 triggers for it to be great, which is pretty reasonable. Admittedly 1/2 evolve is way more awkward than Crocanura's 1/3 evolve, so I could see it being too clunky.
Jade Revenge Frog is a pretty boring beater. Blocks, gets in for 2, and has 2 words of rules text.
Abundant Harvest is a good card. Only awkward thing is that it's purely consistency, whereas the blue cantrips easily support spells matter.
Ravenous Squirrel being hybrid is nice if there's ever enough aristocrat support in green. The ability can pretty easily be splashed off of vivids/tris/thrivings, which is a big plus.
I kinda like Squirrel Sanctuary. 1 to play and 1 to return is really nice for mana efficiency. 2x+1 mana for x+1 bodies is a good rate in green, which is pretty relevant since green has the best anthems by a good margin. Squirrel Nest and Sprout Swarm are more efficient, but neither of them work if you're trying to Song of Freyalise, Scale Up, and/or Ridgescale Tusker on t5-6 or play white stuff like Relief Captain. Also has a bunch of minor interactions with stuff like Kor Skyfisher/Clarion Spirit/enchatress effects/discard costs/prowess/etc..
Young Necromancer seems too expensive unless if you're blinking it. ~2 more mana for a 2/3 is okay CA, but 5 drops and reanimation are both pretty clunky.
Obviously a great card. Multikicker and interaction with pump spells makes it more interesting (and better) than Fire Imp. CC preventing splashing also helps avoid 3+ colour goodstuff.
If 1/1s aren't good in the matchup you have a really hard time contesting the board. Remand and Dismember really help in entering t3-4 with a half-decent board presence to make use of Anthems/Monarch/Saheeli/Equips.
I'd take Astrolabe over a basic since your mana isn't great. A 7/7 mana base with 15 lands is bad enough I think you could justify cutting something else for another basic, but this deck mulligans well enough I don't think it's necessary.
Really interesting: Dina, Soul Steeper - If GB continues being aristocraty in the future this could be the best card in the set, but it's not rn. Would auto include it if it was BW Reconstruct History - Similar to Dina but for RW being graveyard based Ardent Dustspeaker - A red creature that directly gives CA is rare. Stats are on the weak side, but essentially drawing 2 on attack might be worth it
BG lifegain is not really an archetype, but Dina, Soul Steeper is a pretty solid aggressive card in general. Fairly costed aggressive sac outlet with some reach all on one body is pretty nuts.
Golden Ratio is a rare effect to get at peasant. I don't think it's too much of a stretch to get 3 cards out of it relatively consistently, which isn't bad for a weaker guild. That being said, a card called Golden Ratio with no relationship to the Golden Ratio or even the Fibonacci series is a hard pass for me.
Emergent Sequence is another 2cmc mana dork with a relevant body. Unless you specifically support +1/+1 counters or landfall I'd prefer the previous options (Servant of the Conduit, Paradise Druid, Ulvenwald Captive, etc.). These aren't exactly uniform, but etbt and not helping your creature count makes me prefer the earlier options.
Solve the Equation is a decent toolbox card, but I don't know if there's any spell that's worth paying 3 mana to draw instead of just playing more cantrips.
Stonebinder's Familiar can get pretty large with the amount of mechanics that trigger it, but a 1 drop not being easily played in aggro is a bit questionable.
I haven't seen anybody mention it but First Day of Class is another Persist combo enabler (though only for 1 turn). Not a huge deal but figured it was worth noting.
First Day of Class being a persist enabler does put the combo entirely in one colour. No redundancy, but still potentially worthwhile.
Thunderous Orator is decent. Flying or Lifelink aren't too hard to achieve, but you probably want to be able to get some others to make it worth the consistency.
Reconstruct History isn't bad, but it's hard to make a RW deck that can actually hit 3+ things remotely consistently. If there's some more support for it there could be a RW attrition deck, but I'm not excited by any of the RW cards spoiled with it.
Playing a mediocre card to get a mediocre card is not really a mechanic I'm interested in going out of my way for. But if there's something more unique that happens to use Learn then I'll consider adding it and stuff like Professor of Symbology.
Rummaging as an alternate mode is nice. First Day of Class -> ReanimateTrostani's Summoner is a respectable ceiling and some decent Lessons might give Learn a respectable floor. Not worth going out of your way for alone, but still interesting.
But 2 colour decks don't want more than 3 fixing lands even if they draft them. A 3/7/7 split is good enough mana that another etbt dual is mostly worse than a basic, and even 2/8/7 is good enough without many CC cards. So if all lands are rainbow (trilands being effectively rainbow), you don't need more than 3 per person + however much lenience you want for undervaluing fixing, splashing, or 3+ colour decks. So at 360 you only want a maximum of 24 + lenience to get good mana, which we can do since we have 27 good rainbow fixers now (tris + vivids + thrivings + 3 fetches + City of Brass + Aether Hub + Gemstone Mine + Mirrodin's Core).
Outside of bailing out players who didn't bother drafting lands I don't really see how fixers (past 3 per person + lenience) are ever better than even just decent archetype cards, and that's even ignoring that dual lands are effectively gold cards but are being compared against mono coloured cards.
I think the snow duals aren't really worth playing in general if you don't have a lot of snow synergy. There aren't enough significant synergies from individual cards like Farseek or Arbor Elf to be better than Karoos or the Khans gain lands (which are even less popular with the addition of the Thriving lands). The best argument for them would probably just be swapping in the green ones for whatever duals you're already playing since green cares the most about basic land types, but even then it's probably okay at best.
If you really wanted to you could play them in combination with slow fetches. It would give you good mana, but fetching a tap land with a tap land is so slow it's probably not worth considering.
W/x flyers is pretty annoying to deal with. If you can get onto the board fast enough you can start racing them, but that's pretty play/draw and starting hand dependent. Fortunately green's gotten more tools recently to deal with it. Crocanura is another boring yet decent option for decks that can't get onto the board that fast, but it might be overkill at this point.
Noose Constrictor seems to do everything you want green to do here: deals with flyers, attacks well, and enables reanimation.
I consider Hermit Druid to be mostly a novelty, though I don't have an incredible amount of experience with it. It's fragile, inconsistent, inflexible, and expensive, but some people also enjoy going really deep on an archetype and styling on their opponents. Dryad Greenseeker being cheaper to activate and having defensive utility largely makes it the more responsible choice, even in graveyard decks. Black options like Stinkweed Imp or Darkblast are generally easier to trigger and have some utility outside of milling if you do want to go deeper on graveyard decks, not even mentioning one time mill effects like Mire Triton, Carrion Grub, Gorging Vulture, Renegade Reaper, Grapple with the Past, or Stitcher's Supplier. That being said, if it's not removed, you're not aggro'd down, and you get good RNG, it is pretty sweet.
GR aggro doesn't take up that many slots since it uses mainly red 3s and removal. If you looking for flexibility you might want to consider Noose Constrictor for it too.
In my cube GW aggro is definitely viable, if a bit fragile. I do have a hard time judging exactly how good it is since it's not a fan favourite and it's not really my style of deck.
Jade Revenge Frog is a pretty boring beater. Blocks, gets in for 2, and has 2 words of rules text.
Abundant Harvest is a good card. Only awkward thing is that it's purely consistency, whereas the blue cantrips easily support spells matter.
I kinda like Squirrel Sanctuary. 1 to play and 1 to return is really nice for mana efficiency. 2x+1 mana for x+1 bodies is a good rate in green, which is pretty relevant since green has the best anthems by a good margin. Squirrel Nest and Sprout Swarm are more efficient, but neither of them work if you're trying to Song of Freyalise, Scale Up, and/or Ridgescale Tusker on t5-6 or play white stuff like Relief Captain. Also has a bunch of minor interactions with stuff like Kor Skyfisher/Clarion Spirit/enchatress effects/discard costs/prowess/etc..
Young Necromancer seems too expensive unless if you're blinking it. ~2 more mana for a 2/3 is okay CA, but 5 drops and reanimation are both pretty clunky.
Bonder's Ornament -> Dismember
Bound in Gold -> Remand
Icy Manipulator -> Midnight Haunting
If 1/1s aren't good in the matchup you have a really hard time contesting the board. Remand and Dismember really help in entering t3-4 with a half-decent board presence to make use of Anthems/Monarch/Saheeli/Equips.
I'd take Astrolabe over a basic since your mana isn't great. A 7/7 mana base with 15 lands is bad enough I think you could justify cutting something else for another basic, but this deck mulligans well enough I don't think it's necessary.
Deadly Brew - Really interesting utility spell
Frost Trickster - Great card
Thunderous Orator - Rotating door of decent white 2 drops rotates again
Really interesting:
Dina, Soul Steeper - If GB continues being aristocraty in the future this could be the best card in the set, but it's not rn. Would auto include it if it was BW
Reconstruct History - Similar to Dina but for RW being graveyard based
Ardent Dustspeaker - A red creature that directly gives CA is rare. Stats are on the weak side, but essentially drawing 2 on attack might be worth it
Excavated Wall is a pretty solid roleplayer for any non-black graveyard deck. Works incredibly well with Reconstruct History.
BG lifegain is not really an archetype, but Dina, Soul Steeper is a pretty solid aggressive card in general. Fairly costed aggressive sac outlet with some reach all on one body is pretty nuts.
Golden Ratio is a rare effect to get at peasant. I don't think it's too much of a stretch to get 3 cards out of it relatively consistently, which isn't bad for a weaker guild. That being said, a card called Golden Ratio with no relationship to the Golden Ratio or even the Fibonacci series is a hard pass for me.
Emergent Sequence is another 2cmc mana dork with a relevant body. Unless you specifically support +1/+1 counters or landfall I'd prefer the previous options (Servant of the Conduit, Paradise Druid, Ulvenwald Captive, etc.). These aren't exactly uniform, but etbt and not helping your creature count makes me prefer the earlier options.
Stonebinder's Familiar can get pretty large with the amount of mechanics that trigger it, but a 1 drop not being easily played in aggro is a bit questionable.
Rootha, Mercurial Artist is neat but UR is stacked enough that neat probably doesn't cut it.
Thunderous Orator is decent. Flying or Lifelink aren't too hard to achieve, but you probably want to be able to get some others to make it worth the consistency.
Reconstruct History isn't bad, but it's hard to make a RW deck that can actually hit 3+ things remotely consistently. If there's some more support for it there could be a RW attrition deck, but I'm not excited by any of the RW cards spoiled with it.
Rummaging as an alternate mode is nice. First Day of Class -> Reanimate Trostani's Summoner is a respectable ceiling and some decent Lessons might give Learn a respectable floor. Not worth going out of your way for alone, but still interesting.
I do really like Gary and Stinkweed Imp though.
Outside of bailing out players who didn't bother drafting lands I don't really see how fixers (past 3 per person + lenience) are ever better than even just decent archetype cards, and that's even ignoring that dual lands are effectively gold cards but are being compared against mono coloured cards.
If you really wanted to you could play them in combination with slow fetches. It would give you good mana, but fetching a tap land with a tap land is so slow it's probably not worth considering.
Noose Constrictor seems to do everything you want green to do here: deals with flyers, attacks well, and enables reanimation.
I consider Hermit Druid to be mostly a novelty, though I don't have an incredible amount of experience with it. It's fragile, inconsistent, inflexible, and expensive, but some people also enjoy going really deep on an archetype and styling on their opponents. Dryad Greenseeker being cheaper to activate and having defensive utility largely makes it the more responsible choice, even in graveyard decks. Black options like Stinkweed Imp or Darkblast are generally easier to trigger and have some utility outside of milling if you do want to go deeper on graveyard decks, not even mentioning one time mill effects like Mire Triton, Carrion Grub, Gorging Vulture, Renegade Reaper, Grapple with the Past, or Stitcher's Supplier. That being said, if it's not removed, you're not aggro'd down, and you get good RNG, it is pretty sweet.
GR aggro doesn't take up that many slots since it uses mainly red 3s and removal. If you looking for flexibility you might want to consider Noose Constrictor for it too.
In my cube GW aggro is definitely viable, if a bit fragile. I do have a hard time judging exactly how good it is since it's not a fan favourite and it's not really my style of deck.
UG aggro is more on the Whirler Rogue / Briarhorn / Ongoing Investigation side of aggressive decks, if you consider that aggro. A lot of its threats like Cloudfin Raptor, Experiment One, or Infiltrator Il-Kor scale well enough, but they're not much more subtle than large cheap threats that attack.
I don't support black aggro in general, so I've never even attempted GB aggro. Doesn't look particularly exciting even if I did try to draft it.