Green is also exceptional at creating an immense mana advantage, typically with cheap cards like mana dorks (Llanowar Elves, Badgermole Cub) and land-based ramp, which is pretty unique to green (Rampant Growth, Cultivate)
A quick note before I dive into all the details
Call to the Netherworld So your Big Game Hunter came into play, you used it to kill a large creature and then block, so its now in the graveyard
This bad boy is an enchantment that I definitely recommend picking up if you have a tokens deck
It's also an 8/8 with trample, which is very nice no matter how you have to play it
They're also prone to having some kind of drawback, in order to justify low mana costs for their power level and match the black theme of paying any cost for power