WotC made it clear that they want to provide some solutions against ramping in EDH, in form of Tectonic Hellion (against land ramps) and Dockside Extortionist (which does way more than catching up). Extortionist is awesome, that goes without saying, but Hellion is 7cc and may hurt yourself if you land-ramp. Granted, a Boros deck would likely ramp with artifact than anything else, but it's still either too early or too late against land ramps. So what else can Wizards do?
It makes sense, since Zendikar residents have affinity with land drops, Eldrazi being its primary adversary should have anti-land mechanics. And because Eldrazis are mostly colorless in cc they could go into any deck. WotC could make Eldrazis that hinders land drops and it'd be well within flavor and convenience of players. For example:
Eldrazi Blightspawn
3
Creature - Eldrazi
2/2
Whenever a land enters the battlefield under an opponent's control and that player controls at least two more lands than another player, that opponent returns a land they control to their hand, then exile the top card of their library and a card in their graveyard.
If target opponent controls at least two more lands than any other player, create X 1/1 colorless Eldrazi Scion creature tokens, where X is the number of lands that player controls. They have "Sacrifice this creature: Add C."
-----
And if they're with devoid:
Black Eldrazi Punishment 2BB
Tribal Sorcery - Eldrazi
Devoid (This card has no color.)
If target opponent controls at least two more lands than another player, that player reveals their hand. You choose X cards from it, where X is the number of lands they control over another player. That opponent discards those cards.
Blue Eldrazi Punishment 2UU
Tribal Sorcery - Eldrazi
Devoid (This card has no color.)
Gain control of target permanent an opponent controls with cmc X or less, where X is the number of land they control.
Rred Eldrazi Punishment 2R
Creature - Eldrazi
3/1
Devoid (This card has no color.)
Whenever a land enters the battlefield under an opponent's control from a library or a graveyard, that player puts a nonland permanent they control on top of their library, then shuffle it.
White Eldrazi Punishment 2W
Creature - Eldrazi
1/3
Flash
Devoid (This card has no color.)
Whenever one or more lands enter the battlefield under an opponent's control and that player controls at least two more lands than another player, those lands enter the battlefield tapped, they do not untap during that opponent's next untap step.
One of the things you can do is prevent searching of libraries, Stranglehold and Ashiok, dream render.
And one thing that causes complete chaos is Stony Silence it just turns off a lot of decks.
And there is lots of damage for numbers or playing lands and costs for searching cards out there.
Finally one thing you can do to prevent ramp stragies is by playing control (counterspells) and Clones/forks where you can stop/replicate their plays for a lot less mana
Honestly they need more effects like myriad landscape and focus on basic land ramp.
Non-color restricted land ramp can help the non-green decks not get removed from the game via a vandalblast/bane of progress/ruination/back to basics. Some cards like burnished hart can be playable in some tables, but it's hardly effective to allow early game plays. If nothing else was cast before it, then essentially your playing a 2/2 on turn-3, praying that it survives, sac'ing it on turn-4, and then in turn-5 you might have 7 lands. It's a 2-turn 6cmc explosive vegetation.
I don't think that the color pie should be distorted so that non-green decks get farseek efficiency, but more hard-to-deal-with effects like myriad landscape would be a massive boon to any non-green deck that isn't trying to combo win before turn 5.
Another often overlooked option is rings of brighthearth and fetch lands. A bit expensive to invest in all fetches, but it works with the budget ones too. The problem with this is again reliant on an artifact that can easily be answered by 4/5 of the colors, finding it to use it, opponents seeing it for anything past a combo part, and not expanding fetchlands up to this point.
Sire of Stagnation and Oblivion Sower came to mind.
It makes sense, since Zendikar residents have affinity with land drops, Eldrazi being its primary adversary should have anti-land mechanics. And because Eldrazis are mostly colorless in cc they could go into any deck. WotC could make Eldrazis that hinders land drops and it'd be well within flavor and convenience of players. For example:
Eldrazi Blightspawn
3
Creature - Eldrazi
2/2
Whenever a land enters the battlefield under an opponent's control and that player controls at least two more lands than another player, that opponent returns a land they control to their hand, then exile the top card of their library and a card in their graveyard.
OR
Colorless Eldrazi Punishment
4
Tribal Sorcery - Eldrazi
If target opponent controls at least two more lands than any other player, create X 1/1 colorless Eldrazi Scion creature tokens, where X is the number of lands that player controls. They have "Sacrifice this creature: Add C."
-----
And if they're with devoid:
Black Eldrazi Punishment
2BB
Tribal Sorcery - Eldrazi
Devoid (This card has no color.)
If target opponent controls at least two more lands than another player, that player reveals their hand. You choose X cards from it, where X is the number of lands they control over another player. That opponent discards those cards.
Blue Eldrazi Punishment
2UU
Tribal Sorcery - Eldrazi
Devoid (This card has no color.)
Gain control of target permanent an opponent controls with cmc X or less, where X is the number of land they control.
Rred Eldrazi Punishment
2R
Creature - Eldrazi
3/1
Devoid (This card has no color.)
Whenever a land enters the battlefield under an opponent's control from a library or a graveyard, that player puts a nonland permanent they control on top of their library, then shuffle it.
White Eldrazi Punishment
2W
Creature - Eldrazi
1/3
Flash
Devoid (This card has no color.)
Whenever one or more lands enter the battlefield under an opponent's control and that player controls at least two more lands than another player, those lands enter the battlefield tapped, they do not untap during that opponent's next untap step.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
One of the things you can do is prevent searching of libraries, Stranglehold and Ashiok, dream render.
And one thing that causes complete chaos is Stony Silence it just turns off a lot of decks.
And there is lots of damage for numbers or playing lands and costs for searching cards out there.
Finally one thing you can do to prevent ramp stragies is by playing control (counterspells) and Clones/forks where you can stop/replicate their plays for a lot less mana
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Lol, I should look into that.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Non-color restricted land ramp can help the non-green decks not get removed from the game via a vandalblast/bane of progress/ruination/back to basics. Some cards like burnished hart can be playable in some tables, but it's hardly effective to allow early game plays. If nothing else was cast before it, then essentially your playing a 2/2 on turn-3, praying that it survives, sac'ing it on turn-4, and then in turn-5 you might have 7 lands. It's a 2-turn 6cmc explosive vegetation.
I don't think that the color pie should be distorted so that non-green decks get farseek efficiency, but more hard-to-deal-with effects like myriad landscape would be a massive boon to any non-green deck that isn't trying to combo win before turn 5.
Another often overlooked option is rings of brighthearth and fetch lands. A bit expensive to invest in all fetches, but it works with the budget ones too. The problem with this is again reliant on an artifact that can easily be answered by 4/5 of the colors, finding it to use it, opponents seeing it for anything past a combo part, and not expanding fetchlands up to this point.
Links to my most current deck lists;
Primary EDH; Rakka Mar Token Perfection, Crosis Mnemonic Betrayal, Cromat Villainous, Judith Gravestorm, Rakdos Empty Storm, Exava Artifacts, Bant Trash, & Fumiko Voltron!
EDH kept at home; Ruzzian Isset & Rakdos LoR!
EDH (nostalgic/pimp/retired) in storage;
Latulla Burns, Akroma Smash, Jeska Voltron, Rakdos Storm, Bladewing Darghans, Lyzolda Worldgorger, Xantcha Steals your Heart, Jori Storm, Wydwen Permission, Gwendlyn Paradox, Jeleva Warps, & Sigarda Brick!
Legacy Showanimator and High Tide!