I seen this theory really caught on recently on MTG Salvation as an alternative for the green sections in Vintage Cube. I think its probably a good idea to open this as a thread for discussing Unga Bunga packages.
In summary, the Unga Bunga theory aims to move the green section away from hyper ramp (ramp in Eldrazi or 7-10 drops) into a more midrange shell that curve ends at 4-6 CMC. The problem with hyper ramp is the deck is inconsistent as it could easily draw the wrong half of its deck, single threats as often too easy to answer etc.
My personal thoughts on the theory:
- I found hyper ramp to be inconsistent, but also very non-interactive. However, its ramp (mana dorks, Grim Monolith etc.) as well as its pay offs (Eldrazi/ Hornet Queen) are pretty good in other shells. There are good things about the hyper ramp decks. What I found is the primary game plan to revolve more around cards like Show and Tell, Channel, Shelldock Isle and often the backup plan is to hard cast the ramp targets. I have yet to see a successful hyper ramp deck that is entirely ramp and payoffs - Therefore, I would be interested in destroy hyper ramp in its entirety.
- The problem I've complained extensively about is the difference in power level between 1-2 cmc mana dorks - I've thought about several ways to cut the 2 CMC dorks from my cube. I found cards like Kodama's Reach, Sylvan Cartaid are too slow but have been a necessity for supporting the necessary ramp for hyper ramp. I'm hoping introducing an Unga Bunga package can reduce the dependence on mana dorks - Green hyper ramp decks might need 8-10 ramp but Unga Bunga would play as low as 3-4.
Short question about this new terminology: Is "Unga Bunga" just a new name for "Green Stompy"?
On the note of Hyperramp, I think the inconsistency discussion about hyperramp is actually an emergent discussion about Green card-filtering. A few years ago, we essentially had no Green card filtering and the consistency job of the deck was relegated to Natural Order. With Once Upon a Time, Abundant Harvest and other cards that might come in the future, this inconsistency issue will get smaller, because you are able to manipulate your ressources. Other axes of solving this problem include Green Sun's Zenith, Worldly Tutor and stuff, so I think hyperramp will still have a spot in my cube.
An important addendum to this is that I'm not sure about the role of Mono-Green hyperramp. Lately, I have found UG Ramp to be way superior, since again you increase consistency with a few cantrips, faster enablers (Show and Tell and Shelldock Isle) and glue like Uro, Titan of Nature's Wrath or Hydroid Krasis.
Often in the last two years have I thought about cutting Rofellos, Llanowar Emissary, since the Mono-Green hyperramp deck comes together so rarely and even if it does, he is just so fragile.
I think of Green stompy as a slightly bigger Zoo deck that curves around 3-4 while Unga Bunga is a green midrange deck that curves around 5-6 drops.
Maelstrom Wanderer has been really good for me - its very easy for a ramp deck to splash a third color off its dorks, the cascade is insane and somewhat viable for a ramp deck to setup and the haste/ cascade gets around counter spells/ planeswalkers.
I find no matter how you slice the threats, hyper ramp struggles as counter spells, burn, sweepers etc. I found its best variants are always the ones that play a few 3-4 threats like Courser/ Tireless Tracker/ Uro in addition to some fatty cheat spells in addition to some top end threats.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment.