My take on Hooru Ramp. There are tons of lists out there so look around and find what works for you best but this has been the best list I've played to date. The balance between pledge/ramp support and midrange threats + late game value seems very good to me.
Merchant - If you're intending to play ramp then I don't see a case for
Jennev Merchant being better than
Winchest Merchant. You lose
Savagery and maybe a few other cards but gain access to
Martyr's Chains and
Vanquish or
Harsh Rule.
Units - Once again, if you're playing ramp then I don't see too many flex spots for units as the ones with pledge are pretty much essential. I suppose you could flex
Imperial Loyalist for
Shadowlands Borderscout. That said,
Icaria, Valkyrie Captain has been one of the best performing cards in the deck for me - I've won a lot of games from opponents ignoring her for too long and her turning into beater very quick.
Valkyrie Enforcer is another card that has performed super well for me. Silence is very good right now and playing it on curve adds to pressure which is ideal for this deck. Silencing opposing flyers so yours can get through and being able to turn off
Vargo Redclaw or
Vara, Vengeance-Seeker in a race is great.
Eilyn, Clan Mother has also been great for me and probably better than
Telut, Queen's Hand even though I've been very tempted to see how Telut performs here.
Removal - I think you need to run 3-4
Vanquisher's Blade in the main here. It renowns/buffs a unit while serving as great removal and providing the extra anti-graveyard benefit. I haven't needed any
Defiance so far but that's another card that could be good if you want to try it out. If you do try it I would suggest you use it in addition to the Blades, not in place of them.
Fluff - I'm not sure if
Copperhall Bracers should be something else. It's very likely. I could see adding in some removal or a couple of
Honor of Claws in that spot.
Questions and critique is always welcome
*Deck has been edited since write-up*