Suddenly you have seven goblins in play on turn 3, and a Muxus thatll swing in as a 12/12 before your opponent knows whats hit them

Zuri, Warrior of Wakanda Bast, Panther Goddess Okoye, Mighty and Adored Shuri, the Black Panther Storm, Queen of Wakanda T'Chaka, Venerable King Heart-Shaped Herb Kimoyo Beads N'Yami-Class Mother Ship Panther Habit Panther Robot Shuri's Fabricator Vibranium Mining Mech Vibranium Strike Gauntlets The Great Mound Divine Visitation Loyal Retainers Martial Coup Vanquish the Horde Birds of Paradise Conduit of Worlds Greater Good Nature's Lore Overwhelming Stampede Coveted Jewel Gilded Lotus Helm of the Host Metalwork Colossus Solemn Simulacrum Trading Post Bountiful Promenade Canopy Vista Fortified Village Razorverge Thicket Scattered Groves Scavenger Grounds Sungrass Prairie Sunpetal Grove Throne of the High City Scourglass Fleecemane Lion Hammer of Nazahn Mind's Eye Sword of the Animist Thran Dynamo Dispatch Generous Gift Ingenious Smith Palace Jailer Valorous Stance Beast Within Harmonize Loyal Guardian Arcane Signet Wakanda Meteor Golem Sol Ring Wakanda Whispersilk Cloak Command Tower Wakanda Evolving Wilds Path of Ancestry Terramorphic Expanse 12 Plains 12 Forest T'Challa, the Black Panther and his royal allies have arrived to pave a path to victory

What Is Green Good at in MTG
While that deck will certainly have pulled many copies of This Town Ain't Big Enough out of circulation, by itself it isn't the main reason for this spike
Hour of Promise Five manas the point where you usually want to be making big plays instead of continuing to ramp, but some decks go so big that they just want to go little ramp into big ramp into game-winning haymaker
Bounce a dork and then remove an opponent's aura from it