I've been looking at Rite of the Dragoncaller as a way to turn normally dead draws late game into 5/5 dragons. Ramp seemed to be a natural fit as a way to speed to the endgame, while also giving you spells to feed the enchantment.
A couple cards that really stood out to me were Worldsoul's Rage and Artists Talent as a way to churn through the lands we draw. This gives more options to get lands back from the graveyard to the battlefield with the rage.
A card I was also considering was Garruk's Uprising. Turning each instant and sorcery that is cast into a 5/5 dragon and a card draw trigger was tempting. However, I believe that it seems like a trap and too slow. I could be wrong, so I wanted to mention its interaction with the rite.
Cool idea. It's fun playing a ramp deck that churns through cards so quickly. I played a couple games against some meta decks (some outdated) in this order: RG prowess (Innkeeper's Talent, W Tokens, WU Oculus, BG Demons, UB Demons, and UB midrange. Here are my notes:
I went almost 50-50 versus the midrange/demon decks, Oculus and Prowess seemed unbeatable, and I only played one game against Tokens because it took forever, but I always felt in control. The games got tricky, so practice would help. Highway Robbery was an easy upgrade to Demand Answers. It's perfect for this deck. I almost always sacrificed lands, and got free dragons by plotting it and casting it immediately after Rite. This was important, because multiple decks had maindeck answers to enchantments.
Every level of Artist's Talent was awesome. I think it's the most important card, and always wanted one.
Every game I won was thanks to Rite of the Dragoncaller, Worldsoul's Rage, and Artist's Talent. With so few threats, Hugs was just a card draw spell. It dealt some damage, but the body never mattered. I don't think that necessarily means Hugs should be removed, but it might need some support.
I was surprised Rite did anything, but the deck does a good job of setting it up.
I did not have enough ways to put lands in the grave, and creature lands were eating me up, so I swapped Wooded Ridgeline for Demolition Field. I wanted even more, as I couldn't beat midrange without it. I used Fields and Rage to kill 4 creature lands in one game against BG midrange alone. Fabled Passage may be nice as well.
I badly wanted Pawpatch Formation against demons and the other Talent decks. I wonder if it's maindeck-worthy? Tranquil Frillback is also a consideration.
I usually wanted more lands. The deck has a lot to do with its mana. Still, the deck was nice and consistent.
Case of the Locked Hothouse was a dead draw.. Games were too fast/intense to cast it, even when I already had seven lands. This tempo was important even against the glacial tokens deck. I cheated and swapped it with Circuitous Route a couple of times, and that was so-so.
I wasn't playing against artifacts, so after losing twice due to being unable to permanently remove an Abhorrent Oculus, I switched Abrade and Brotherhood's End with Scorching Dragonfire and Slagstorm. I won a game against UB midrange by scorching an Enduring Curiosity and finishing with a Slagstorm. It's a meta call.
Against Prowess, their creatures got too big, too quickly. A lot of it was Innkeeper's Talent, though, which most lists seem to have dropped, so this may not be an issue for others.
Regarding Garruk's Uprising, it could happen, but I never had an issue running out of spells for Rite. Highway Robbery and Artist's Talent kept the fuel coming.
EDIT:
For clarification, I went first every game and didn't use a sideboard.
I played some more games, this time against R aggro (with my changes), Oculus (with my changes), and BG Demons (without changes outside Highway Robbery). Sometimes I beat aggro with board wipes and lifegain supplied by Artist's Talent, other times I got overrun while holding ramp. Worldsoul's Rage was key to ramping while removing a creature. I beat Oculus twice, first by exiling an Oculus, then by wiping their graveyard and overpowering two Oculi with Talent and Rite. I lost all 3 to BG Demons to Unholy Annex // Ritual Chamber; I couldn't keep up with the card draw and never had a Rite. I then tried with more changes and beat two Unholy Annex with Artist's Talent and Worldsoul's Rage for 5 lands, bringing back 3 Fabled passage and skyrocketing my mana past their own. Obliterating Bolt was needed to hit a 6/6 demon. Next game I destroyed their Unholy Annex, gained some life, and won at 1 life. Basically, Talent wins games.
For a sideboard, I think a bit of small creature suppression, enchantment removal, grave removal, and lifegain were all I really needed. Tranquil Frillback doesn't trigger the enchantments, but it fills all those roles decently. Something like Nissa, Ascended Animist could be handy against enchantment removal.
Outside of one game against aggro, I would have preferred Fabled Passage to Karplusan Forest. Worldsoul's Rage is amazing when it ramps and that just wasn't happening enough.
I couldn't get a good read on Solemn Simulacrum. It didn't seem to work as a speedbump.
My current best-of-one list, for what it's worth:
I've been looking at Rite of the Dragoncaller as a way to turn normally dead draws late game into 5/5 dragons. Ramp seemed to be a natural fit as a way to speed to the endgame, while also giving you spells to feed the enchantment.
A couple cards that really stood out to me were Worldsoul's Rage and Artists Talent as a way to churn through the lands we draw. This gives more options to get lands back from the graveyard to the battlefield with the rage.
A card I was also considering was Garruk's Uprising. Turning each instant and sorcery that is cast into a 5/5 dragon and a card draw trigger was tempting. However, I believe that it seems like a trap and too slow. I could be wrong, so I wanted to mention its interaction with the rite.
I went almost 50-50 versus the midrange/demon decks, Oculus and Prowess seemed unbeatable, and I only played one game against Tokens because it took forever, but I always felt in control. The games got tricky, so practice would help.
Highway Robbery was an easy upgrade to Demand Answers. It's perfect for this deck. I almost always sacrificed lands, and got free dragons by plotting it and casting it immediately after Rite. This was important, because multiple decks had maindeck answers to enchantments.
Every level of Artist's Talent was awesome. I think it's the most important card, and always wanted one.
Every game I won was thanks to Rite of the Dragoncaller, Worldsoul's Rage, and Artist's Talent. With so few threats, Hugs was just a card draw spell. It dealt some damage, but the body never mattered. I don't think that necessarily means Hugs should be removed, but it might need some support.
I was surprised Rite did anything, but the deck does a good job of setting it up.
I did not have enough ways to put lands in the grave, and creature lands were eating me up, so I swapped Wooded Ridgeline for Demolition Field. I wanted even more, as I couldn't beat midrange without it. I used Fields and Rage to kill 4 creature lands in one game against BG midrange alone. Fabled Passage may be nice as well.
I badly wanted Pawpatch Formation against demons and the other Talent decks. I wonder if it's maindeck-worthy? Tranquil Frillback is also a consideration.
I usually wanted more lands. The deck has a lot to do with its mana. Still, the deck was nice and consistent.
Case of the Locked Hothouse was a dead draw.. Games were too fast/intense to cast it, even when I already had seven lands. This tempo was important even against the glacial tokens deck. I cheated and swapped it with Circuitous Route a couple of times, and that was so-so.
I wasn't playing against artifacts, so after losing twice due to being unable to permanently remove an Abhorrent Oculus, I switched Abrade and Brotherhood's End with Scorching Dragonfire and Slagstorm. I won a game against UB midrange by scorching an Enduring Curiosity and finishing with a Slagstorm. It's a meta call.
Against Prowess, their creatures got too big, too quickly. A lot of it was Innkeeper's Talent, though, which most lists seem to have dropped, so this may not be an issue for others.
Regarding Garruk's Uprising, it could happen, but I never had an issue running out of spells for Rite. Highway Robbery and Artist's Talent kept the fuel coming.
EDIT:
For clarification, I went first every game and didn't use a sideboard.
I played some more games, this time against R aggro (with my changes), Oculus (with my changes), and BG Demons (without changes outside Highway Robbery). Sometimes I beat aggro with board wipes and lifegain supplied by Artist's Talent, other times I got overrun while holding ramp. Worldsoul's Rage was key to ramping while removing a creature. I beat Oculus twice, first by exiling an Oculus, then by wiping their graveyard and overpowering two Oculi with Talent and Rite. I lost all 3 to BG Demons to Unholy Annex // Ritual Chamber; I couldn't keep up with the card draw and never had a Rite. I then tried with more changes and beat two Unholy Annex with Artist's Talent and Worldsoul's Rage for 5 lands, bringing back 3 Fabled passage and skyrocketing my mana past their own. Obliterating Bolt was needed to hit a 6/6 demon. Next game I destroyed their Unholy Annex, gained some life, and won at 1 life. Basically, Talent wins games.
For a sideboard, I think a bit of small creature suppression, enchantment removal, grave removal, and lifegain were all I really needed. Tranquil Frillback doesn't trigger the enchantments, but it fills all those roles decently. Something like Nissa, Ascended Animist could be handy against enchantment removal.
Outside of one game against aggro, I would have preferred Fabled Passage to Karplusan Forest. Worldsoul's Rage is amazing when it ramps and that just wasn't happening enough.
I couldn't get a good read on Solemn Simulacrum. It didn't seem to work as a speedbump.
My current best-of-one list, for what it's worth:
2 Tranquil Frillback
Instant (6)
4 Burst Lightning
2 Pawpatch Formation
Sorcery (21)
4 Dance of the Tumbleweeds
4 Highway Robbery
2 Obliterating Bolt
4 Worldsoul's Rage
4 Grow from the Ashes
3 Slagstorm
4 Artist's Talent
3 Rite of the Dragoncaller
Land (24)
6 Forest
6 Mountain
4 Demolition Field
4 Fabled Passage
4 Thornspire Verge