Still working on this Ramp deck... But hopefully, I am on the right track with this one. PS: Don't have much money for the "Expensive" Items like Botanical Sanctum and Spirebluff Canal.
This is a complex deck. It's hard for me to really critique it without playing it myself some. One thing I notice is that you have Druid of the Cowl but only one potential 4-drop in the deck. This means that if you get a turn 2 Druid of the Cowl then on the following turn you'll have no real use for the extra mana with your third land drop. The deck is rather complex so I'm not sure how I would improve this, but maybe just keep an eye on Druid of the Cowl during play-testing and see how it performs, and if you can imagine something more useful in its place.
The other thing I notice is that there are only 9 green sources in the deck that are lands. The numbers for drawing a green source by turn 2 or turn 3, when factoring in Reason // Believe are decent, but I wonder if they should be MORE than decent considering your entire strategy relies on drawing that one green source.
I'm not sure if that helps but I just wanted to leave some thoughts. It looks like a fun deck with a lot of variety, and a lot of cards I don't usually see played.
1 Glacial Fortress
2 Rootbound Crag
1 Scattered Groves
2 Hashep Oasis
2 Ipnu Rivulet
1 Hostile Desert
2 Plains
3 Island
3 Mountain
4 Forest
Creatures
4 Druid of the Cowl
2 Snapping Sailback
2 Verdant Sun's Avatar
2 Burning Sun's Avatar
1 Gishath, Sun's Avatar
4 Censor
3 Beneath the Sands
2 Supreme Will
4 Hour of Promise
2 Hour of Devastation
3 Reason // Believe
2 Spring // Mind
Artifact
2 Thaumatic Compass
Enchantment
1 As Foretold
2 Overwhelming Splendor
2 Sandwurm Convergence
Planeswalker
1 Nissa, Steward of the Elements
2 Sentinel Totem
1 Entrancing Melody
4 Negate
1 Nissa, Vital Force
2 Spell Swindle
2 River's Rebuke
1 The Locust God
2 Star of Extinction
The other thing I notice is that there are only 9 green sources in the deck that are lands. The numbers for drawing a green source by turn 2 or turn 3, when factoring in Reason // Believe are decent, but I wonder if they should be MORE than decent considering your entire strategy relies on drawing that one green source.
I'm not sure if that helps but I just wanted to leave some thoughts. It looks like a fun deck with a lot of variety, and a lot of cards I don't usually see played.
Thaumatic Compass is probably not as good as Treasure map.
I feel like your deck is trying to do too many things, so it wont do them efficiently enough. Hour of D is a nonbo with most of your creatures.