One of the things I hate about playing Chainbrei is that most of the ramp comes from units with 1 health. You can't really block with them either if you need the additional power around to ramp to your more expensive cards in certain matchups. If you remove Chainbrei's ramp dorks, the deck slows down significantly and there's plenty of removal for units. I wanted to experiment with a ramp deck that didn't rely on units for additional power, but spells & relics instead, which are much harder to stop. Unless people are willing to Bore and/or run a bunch of counterspells, cards like Power Stone, Lost Scroll and Display of Vision are basically guaranteed ramp.
This doesn't ramp as fast as Chainbrei does because it's not quite as "all in" since I'm running a bit more early interaction (4x Desert Marshal main & Defiance). The deck is OK. It takes some getting used to. I play it similar to Chainbrei as far as mulligans go: (prioritize early ramp in your opening hand, but if you have a decent "midrange opener" like Desert Marshal into Great Parliament with enough power/crests, then you can probably keep that and be OK.
Governor Sahin + Power Stone is cute. You either end up getting another Power Stone (and wasting 3 power but whatever) or you play Martyr's Chains as early as turn 4, get a 6/8 and maybe kill something along the way all in one turn. I think this still needs help from future sets though.
EDIT: Made changes similar to what someone else did in the comment section for this deck. Also cut Power Stone for Call for Aid to guarantee Chains from Sahin