And you can definitely play non-mana-dork 1 cmc creatures at high power level what? Too much mana ramp at any power level can just collapse your green section into ramp-or-bust. More focused role-players like Experiment One or Sylvan Safekeeper provide higher benefits to more specific archetypes you might want to support. A Elvish Mystic will soon lose it's luster in a green aggro deck as a 1/1 that isn't needed for your low curve, but that now 4/4 experiment one is helping power out a win; and a mana dork can't do much to protect the queens of a protect-the-queen strategy (but at least the queen is out a turn earlier!) Green isn't a monolith of ramp strategy.
At high power levels, you tend to have two viable options for decks that want to be playing one drops in green: Ramp and Zoo. These two decks do different things and can have several different sub-variations (examples include +1/+1 counters and Landfall for Zoo, Super Ramp, Elf Ball, Unga Bunga, and Green Sun's Toolbox for Ramp, with Stompy falling in as a middle ground between the two), but they fundamentally have the same basic components.
The green component of Zoo decks want to be developing the board early with beefy attackers that benefit from a fetch-dual manabase such as
Narnam Renegade,
Skyshroud Elite,
Elvish Reclaimer, supplemented by other generically good early green drops such as
Hexdrinker. These early plays are supplemented by "land type matters" creatures, chiefly
Wild Nacatl,
Loam Lion, and
Kird Ape. These cards also tend to contain high-impact hybrid mana cards such as
Burning-Tree Emissary Dryad Militant. These decks tend to be best in unpowered "Fairmax" formats with a high density of fixing to make cards like
Wild Nacatl active. Zoo is an aggressive deck that is trying to apply pressure early and often, supported by a beefy mana base and arsenal of gold spells to work with. These decks can branch into other themes, mainly lands and +1/+1 counters, driven with cards that work well with fetchlands like
Steppe Lynx and
Fearless Fledgling, or with "miracle grow" cards that work well with +1/+1 counters, such as
Pelt Collector and
Swarm Shambler. These decks normally don't play mana dorks outside of
Birds of Paradise and
Noble Hierarch for their fixing and utility, respectively.
Examples of Cubes with well-designed Zoo decks include
Mordor's Midrange Cube and
A Cube with Quality Magic Cards.
Erik's cube doesn't really have the composition for Zoo decks to function at this time. He "only" has 41 fixing lands, which is fine for mono-color aggressive decks but isn't adequate for a 3-color aggro deck that usually cares about land types. He also doesn't have the support base in White and Red that Zoo decks tend to need to make work.
Ramp, by contrast wants lots of mana dorks to accelerate to their late game early. A common misconception is that these decks always have problems with drawing the wrong "half" (either
all dorks or
all payoffs). While this can be a problem in a Cube where the ramp section is relies primarily on
Gaea's Cradle and
Eldrazi to win the game, it isn't for Cubes with more realistic ramp goals. Normally, a Ramp deck wants to either play a three drop on turn 2 or a four drop on turn 3. To do this consistently, a given deck is going to want between 5 and 8 mana dorks, depending on whether the target is a three or four mana card. There are several different strategies that can sprout from turn-1 ramp in fair cubes. Decks trying to play three drops on turn 2 include "Unga Bunga Green" stomps strategies, which cast beefy three-drops like
Call of the Herd,
Thrashing Brontodon, and
Lovestruck Beast on turn two, followed by a value play on turn three such as
Trumpeting Herd. These decks also cross nicely into Gruul, allowing for early
Goblin Rabblemaster variants for an interesting followup gameplan. Four drop on turn 3 ramp decks tend to fit nicely into a "rock" or traditional ramp strategy, where a player invests time and mana into larger threats in the mid-game, usually holding down the fort with Planeswalkers. They will also often have a
nice big finisher of some variety. For these decks, having a 1-mana ramp spell a little bit less important, but it is still ideal. In these decks, 1-mana dorks help to increase flexibility, spell velocity, and sequencing choice, while reducing the impact of any tap lands one might be playing. They also help play utility three-drops like
Jadelight Ranger and
Tireless Tracker a little earlier in the game to help with planning and value maximization.
Every Green stompy or midrange deck is happy to have turn 1 mana dorks and will actively be improved by their presence. As we've seen, these cards are extremely flexible and powerful, without breaking the game like other mana acceleration can. The nice thing about Erik's Cube for ramp is that, in it's current form, it has cards which kind of work in both versions of the Ramp deck. He has some payoffs which work towards
big ramp and some that work towards
small ramp. A few more mana dorks would make these decks more consistent and more viable without requiring any major re-work of the environment.
Good examples of unpowered Cubes with well-built Ramp sections for green include
Mordor's Classic Cube, Minorbug's
Gimickless Unpowered Cube,
This Version Unpowered Fair Stuff, and the Cube I am currently working on for which I have not yet released a public list.
Both should be played alongside each other as needed for the desired archetypes of the cube.
I never said someone shouldn't play 1-drop creatures that don't accelerate mana. Rather, I was saying that I would not recommend someone add more non-ramp dorks to their cube when they only have 5 ramp one-drops and are already running other non-ramp one-drops but not supporting Zoo.
Wtwlf123's iconic powered cube plays almost as many non-mana dorks as mana-dorks at 1 cmc, and definitely doesn't have 8 dorks before considering literally Pelt Collector among others mentioned here.
Wtwlf's cube is not a good metric to use when looking for a top tier design from a gameplay perspective. He uses a lot of cards that aren't anywhere close to the power level of the best cards in the cube for nostalgia reasons. Until recently, he had slow landfall shenanigans with
Fearless Fledgling in the same cube as turn 2
tinker kills. Granted, he's gotten a little bit better at cube balance in the last couple of months, but he was running some insanely questionable cards for a powered vintage cube only a couple of months ago.
Basically, it might be famous, but that does not mean it was as good as it could have been.
Hopefully I've done a reasonable job of outlining why one should consider playing more 1-cost dorks. They provide so much milage to so many different decks that they best options to use for a mid to high power cube. While this does not mean one shouldn't play non-dork one drops, having enough one-drop ramp in the right capacity is going to help basically every green deck except for some very specific aggressive builds.