Here is my take on rampers from over the course of three cubes trying to balance midrange archetypes:
1.
Spell Based Ramp: Completly non-interactive in cube due to a lack of counters, discard, and land destruction. Despite being a terrible top deck, the ability to essentially cast a non-disruptable ramp piece and color fixer was enough of an incentive for people to just hemorrhage tempo in the early game and let ETBs and planeswalkers recoup what they had lost in the midgame. I found them to be pretty boring as they don't have any metagame relationship with any other part of the cube, making them purely part of the good stuff ladder.
2.
Enchantment Based Ramp: I like these quite a bit better, as they at least interact with enchantment themes and untappers. There is also some decision making that goes into which land you enchant, which humorously results in occastional misplays. These also are disruptable by a wider range of spells, making any enchantment removal better, as well as bounce that can hit lands. Thumbs up so far.
3.
Elves: I found these to be pretty bad in cube (for the most part:
noble hierarch is excellent) as they were far too disruptable. A ramp deck without its rampers isn't very impressive. Thumbs down.
4.
High Defense Rampers: Don't really like these at all for the reasons skrap mentioned. If i'm going to run them, there must be some sort of interesting relationship within the cube: defender matters, or
chord of calling with
wall of roots. I'm not sure if these are worse for aggro or if
wall of blossoms is, but they are both pretty bad, just in different ways. Caryadid's hexproof looks miserable, but at least its just a three toughness blocker for aggro, and the hexproof does help address fragility issues. The 4-5 toughness on
wall of roots and
overgrown battlement is much rougher.
5.
Aggressive Stat. Rampers: Can't really comment here because my green sections were never that aggressive. Lotus cobra was basically just another elf, and he never made it into any of my lower power environments. Don't really like the morph on rattleclaw in cube.
6.
Untappers. My favorite right now, but they only have a home in a bouncelands format i.m.o.
Of those choices I probably would have gone
sakura-tribe elder because its a cheap creature that fogs for a turn and adds a body to the yard. I find that those sorts of incidental ways to add creatures to the yard (
ambush viper is another great one) are really helpful for green based decks running some
number of cards that care about the graveyard.