I love green aggro.
I support aggro and control in all colors, since I don't support synergy archetypes in the main cube module it's the easiest way to make sure there are at least 20 different decks to draft (10 aggro two-color decks, 10 control two-color decks).
Green aggro manifests as:
WG - Most vanilla aggro combination, play dudes, attack with them. You want efficient creatures to get in damage early, and green helps with that offering oversized/painful to block threats. White is necessary for reach and protection of tempo. This is the best archetype for going wide, with overruns on green and tokens/anthems on white.
UG - A tempo deck, green contributes with efficient beaters and pump, blue with fliers. Blue protects them with counterspells and bounce, green protects them with hexproof. This deck really wants the green flash creatures/werewolves and instants, as keeping mana up for counterspells/protection is not a problem when you are playing on the opponent's end step. This is the hardest green aggro deck to draft, but my favorite one to play.
BG - This is the most versatile aggro color pair, it can range from 14 land hyper-aggro with the curve ending at 3 mana to aggro-midrange full of value, with aggro-control using discard and disruption on a different axis. Hyper aggro works because these are the colors with the best stats. Aggro-midrange taps on the value cards in both colors, it's easy to get a deck that is on the aggressive side and at the same time has many two-for-ones (this is the version in the example deck). Aggro-control is like the UG version, with green providing beef and black providing evasion, but black uses removal and discard to protect the offensive instead of bounce and counterspells.
RG - Red takes aggro to a different direction. Burn as reach changes the game completely - green pumps become better because the option of sending them to the opponent's face is more attractive when they are dead at 6 life. Burn as creature removal means creatures will get in for damage more often, increasing the value of pump, damage triggers and high power/low toughness. Green offers card draw/advantage that red can turn into fire and brimstone. It's a much more resilient deck than mono red.