The problem with your deck is that it's all ramp without targets.
Does the deck ramp that hard, though? 3 Elves, Cobra, Courser, Oracle, 2 Moxes, and Fastbond. It can, but it also doesn't seem great at ramping hard as much as it's great at getting to 5 mana. I could probably use something with more oomph considering that the possibility is there.
The problem with your deck is that it's all ramp without targets.
Deathrite Shaman, Domri Rade, and Tarmogoyf are all pretty bad, whereas Polukranos and Master of the Wild Hunt are good. (One swarms the board and one kills their creatures.) Freyalise kills artifacts and reanimate enchantments, and Fauna Shaman would turn your late-game dorks into tutors for playable creatures.[/quote]
Deathrite Shaman is completely underrated. If you can put lands in your graveyard (Diamond + 2 Fetches), it becomes another mana-dork. It screws with Reanimator and Storm, two of the more broken decks in the format. It's definitely not good everywhere, but it's exactly what this deck needs. Domri Rade I admit is lackluster in a lot of decks, but in this deck, it's a cheap combo with Bob, Courser and Oracle, drawing out gas to make way for more land plays. The fight portion isn't always the greatest in this deck, but it doesn't have to be: creatures just aren't running around as much. That's why Polukranos and Master got cut; they're answers to a problem that just isn't big in this cube. The creatures that need to be stopped either come out too quick to be fought (
Rofellos, Llanowar Emmissary,
Metalworker) or are too big to be fought. Polukranos I can see getting added to the deck since just going monstrous can close out games; I just didn't think I needed it in the main. And Master is just soooooooo slow. I'd play it in some Mono-green and Opposition lists, but nowhere else. It's abysmal in Vintage Cube. Tarmogoyf was on the chopping block, but considering I have natural ways to put lands in my graveyard, cheap discard spells, and every spell-type other than tribal in my deck, I think it's actually a good card. The plan is to control what the opponent's doing early on with resource destruction, and gofy closes out matches in those type of decks. Same formula as Jund or Shardless.
Really though, if you're going mono-green ramp, you need something like Avenger of Zendikar or Woodfall Primus in your deck.
This isn't a mono-green ramp deck. It's not trying to unload huge, single-minded top-end. There's no Rofellos or
Gaea's Cradle or
Channel or anything that produces more than 2 mana, even. The mana accelerants in this deck are there to play 3, 4, and 5 drops a turn or two earlier, because those drop are all interruptive, and early interruption is just better. That's where I think the disconnect is. I agree that this deck might want something to sink mana into, but I completely disagree that it's trying to throw out a fatty as soon as possible.
Anyway I don't think you should aim for a fair deck in vintage cube. The "fair" decks need to either be super disruptive or need to be accelerated with ramp/fast mana so their speed is "broken."
I agree that the fair decks need to focus on disrupting the opponent while establishing a clock. I've got two 1-mana discard spells, multiple ways to kill early rampers whether creature or artifact, multiple ways to disrupt recursion, and multiple ways to break up lands.
In summation, I think our ideas of this deck are completely different. Shame I couldn't play it to find out.