Icehide Troll - Seems pretty good if you play with snow-covered lands. Icehide Troll seems to be fine on curve not really want you want to see against aggro, but really shines in the late game as a mana sink. Often with green you can generate mana quickly, but you quickly reach the point where you have more mana than you know what to do with so any decent mana sinks are welcome. Grim Draugr is similar in terms of being a mana sink. Still seems kind of awkward to turn your lands into the snow-covered versions for a few marginal cards. Arcum's Astrolabe seems fine. Frostwalla is basically a worse version of Icehide Troll. Iceberg Cancrix seems ok as well. Chilling Shade I guess. Chillerpillar is fine in midrange, but maybe a bit slow. Winter's Rest is actually good. And that's about it for cards that care about snow lands. And Skred. Oh and that one zombie from Ice Age Gangrenous Zombies. Basically going snow is still marginal except for Winter's Rest; and Icehide Troll is one of the the better of the lot.
Just wanted to mention Zombie Musher as a house of card if you have an all snow cube.
Only caution that you probably want some non-forest ramp spells as well; It would likely depend on your cube size. But some green is bound to want to be able to search for off color stuff (and not everyone will have these for fixing if there's only 4 forest-x duals).
What are the payoffs for (changing?) your ramp cards for?
At 360. Still thinking my way through the idea.
Put the 4 Forest-duals in and cut all 10 lifegain duals (let's be honest they kinda suck), to make fixing more of a green specialty. That's the 'payoff' so to speak, giving green a more defined role.
Thinking on it some more Skyshroud is probably overkill, just not a ton of value to ramping super high in pauper and useless in other decks. So the 4 I'd consider adding would be - Farseek, Into the North, Nature's Lore, Three Visits. Probably cut one of Lore/Visits as they're the same card, so that'd leave 1 that fetches Forests, 1 that fetches non-forests, and 1 that fetches both (in a snow cube).
Just wanted to mention Zombie Musher as a house of card if you have an all snow cube.
Gods' Hall Guardian interests me from Kaldheim.
At 360. Still thinking my way through the idea.
Put the 4 Forest-duals in and cut all 10 lifegain duals (let's be honest they kinda suck), to make fixing more of a green specialty. That's the 'payoff' so to speak, giving green a more defined role.
Thinking on it some more Skyshroud is probably overkill, just not a ton of value to ramping super high in pauper and useless in other decks. So the 4 I'd consider adding would be - Farseek, Into the North, Nature's Lore, Three Visits. Probably cut one of Lore/Visits as they're the same card, so that'd leave 1 that fetches Forests, 1 that fetches non-forests, and 1 that fetches both (in a snow cube).
Also: Three Visits and Land Grant (I forgot Three Visits was affordable again)
I think that's all of them (that just is ramp, I guess there's stuff like Acid-Moss)