Personally, I think more people should try enabling the delvelerium piles. The issue is that mono-green has all of the cracked enablers for the deck, but only two of the premium payoffs. That's not necessarily a problem, since most of the payoffs in other colors are still just fine in those contexts, but it does mean the Abundant Harvests, Commune with the Gods, and Winding Way type cards you have to run to enable the deck aren't always slotting into their primary function.That's probably true. I just never got the payoffs I wanted in green, so I don't run them. Not sure if I'm missing out.
The thing with base Green is that it doesn't really have a lot going on other than ramping (there is some +1/+1 counters and tokens stuff that it can bleed into, but realistically speaking those decks will still play the ramp enablers), so having a second alternate way to build a mainly green deck is pretty useful. The graveyard stuff in green plays really well with the graveyard stuff in Blue and Black. You can use green's creature-based graveyard dump cantrips to help you find your Tasigur, the Golden Fangs, Gurmag Anglers, Tombstalkers and Ethereal Foragers and then cast those cards for their minimum mana cost. These decks tend to skew a little bit further into the support colors than a ramp deck does, but that reduces the burden of the green section when supporting multiple players at the table, so it ends up not being a big deal.
Most of the GY dump stuff also goes into Reanimator and can cross into URg spells pretty nicely. Tarmogoyf and the cantrips already work reasonably well with what a tempo//Prowess deck might be doing, so green can be a nice support color for that deck, too. You could throw in a Quandrix Apprentice if you're feeling extra
I'm not necessarily sure how you would want to go about this in your Cube but I don't think it's particularly hard to do in general.