When ramping in non-green colors, don't be afraid to get creative, and look for synergies between your ramp effects. Don't feel limited to cards that just say 'ramp' - these colors excel in bounce, flicker, and reanimation, all of which can be used to ramp. One of my favorite ways to ramp in Black for example is Undying Evil on my Burnished Hart or Solemn Silmulacrum when it's about to die.
One of the best non-green ramp cards ever printed is Rings of Brighthearth - This turns every fetchland into a rampant growth as well. It also doubles up your Burnished Hart, and also Wayfarer's Bauble. Before I go too far into it, here's just a dump of cards for you to look at:
I mentioned when some cards could get non-land ramp cards, but didn't include other 'ramp' cards that are explicitly non ramp (Smothering Tithe) since you specifically asked about lands.
COLORLESS:
1 - Wayfarer's Bauble - A rampant growth for any deck. Synergies well with artifact recursion.
2 - Sword of the Animist - Gets lands.
3 - Burnished Hart - A bigger sakura tribe elder for any deck.
3 - Crucible of Worlds - Doesn't ramp on its own, but ensures consistent land drops with fetch lands.
3 - Rings of Brighthearth - Ramps with fetch lands, turbos other ramp options. Can go infinite with Deserted Temple
3 - Sword of Light and Shadow - return your rampy dudes.
4 - Solemn Simulacrum - An all around acceptable pick, though not great in any specific area. Gets better with more synergy.
2 - Thaumatic Compass - Gets lands, IS LAND!
2 - Treasure Map - Becomes a land, and gives a ritual effect as well (or you could draw cards, that's ok too.)
2 - Dowsing Dagger - Give one person plants, hit someone else.
4 - Golden Guardian - Fight something of yours prior to a wrath effect for free flippy.
4 - Conqueror's Galleon - It's a land that does everything.
6 - Oblivion Sower - Works best with other exile effects, but still works.
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4 - Prototype Portal - I have imprinted an artifact land before.
5 - Mirrorworks - I have copied artifact lands.
BLACK
1 - Undying Evil - Cast on Burnished Hart (or other rampy mcdude)
1 - Supernatural Stamina - Undying Evil #2
1 - Kaya's Ghost Form - Undying Evil #3
1 - Unearth - Burnished hart...
2 - Dance of the Dead - aim at that green player. Or a robot.
2 - Animate Dead - aim at that green player. Or a robot.
4 - Liliana of the Dark Realms - Not ramp, but keeps up swamp counts.
BLUE
2 - Search for Azcanta - It's eventually a rampant growth.
2 - Phantasmal Image - Copy a robot.
2 - Dance of Many - Copy a robot.
2 - Copy Artifact - Copy a robot.
2 - Twincast - hello mr. Green player.
2 - Narset's Reversal - Hello mr. Green player.
3 - Trinket Mage - Gets Wayfarer's Bauble, Sol Ring, Skullclamp, etc.
3 - Tribute Mage - Gets Sword of the Animist. Mana rocks, etc.
3 - Trophy Mage - Gets Burnished Hart, Sword of Light and Shadow, Crucible of Worlds, Rings of Brighthearth, Mana rocks, etc.
5 - Tezzeret the Seeker - -0: get artifact land. -1 get sol ring. -3 get Rings, then -0, get 2 lands. etc.
WHITE - second best 'ramp' color.
1 - Legion's Landing - it's a 1 cost land.
2 - Relic Seeker - Gets Sword of the Animist. (or skullclamp)
2 - Stoneforge Mystic - Gets Sword of the Animist. (or skullclamp)
2 - Knight of the White Orchid - If you're behind, you ramp. Gets non-basics.
2 - Oath of Lieges - Makes everyone catch up to the ramp player. Rather good anti-ramp tech, actually.
2 - Angelic Renewal - Combo with Burnished Hart, or even Solemn Simulacrum, etc. Still has natural use outside of that.
3 - Boreas Charger - Again. Gets non-basics.
3 - Gift of Immortality - Put it on a Burnished Hart. Smile.
4 - Kor Cartographer - Ramps. Gets non-basics.
4 - Restoration Angel - Flicker the sad robot.
6 - Sun Titan - Ramps with Fetchlands.
7 - Emeria Shepherd - Combo's with Burnished Hart to pull lots of lands out. Can chain with other things as well, such as Sun Titan.
1 - Land Tax - doesn't ramp on its own, but ensures land drops.
4 - Endless Horizons - doesn't ramp on its own, but ensures land drops. Don't have to go crazy on it either. Just pull out 5 basic plains, and no one cares enough to kill it, and you get 5 free cards.
LANDS
- Myriad Landscape - it ramps.
- Terrain Generator - gets extra lands from draws into play. Each investment pays off in future turns.
- Rav bounce lands - These don't 'ramp' per se, but ensure you hit a land drop that you might otherwise have missed, by giving you a virtual 'land' in hand.
- Thawing Glaciers - Doesn't 'ramp' per se (on its own), but ensures you hit land drops. Ramps with Deserted Temple or Rings of Brighthearth.
- Deserted Temple - Ramps with Glaciers, goes infinite with Rings + large mana land (Coffers).
I'm sure Ill think of more later. I have used each of these cards, for the sake of ramping, in at least one deck at some point or another.
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