Try to prioritize spells that put lands on the battlefield, and if your ramp spells are mostly permanents, look for ones that dont charge you extra mana to find lands after you cast them
You'll want to cut six removal spells (leaving three Hero's Downfalls to kill Planeswalkers and as insurance against a surprise creature off the opponent's sideboard)
Some players will argue that cards like Fiery Confluence and Mystic Confluence are auto-includes in many EDH decks with those colors, and also staples of formats like Cube, but the others are playable in the right spots
Instead, a second "reflexive" ability triggers when you exile it
Simon, Wild Magic Sorcerer / Mathise, Surge Channeler You want to build around the group hug nature of forcing your opponent's to draw cards before you jump in with Simon, Wild Magic Sorcerer / Mathise, Surge Channeler
It just wins slowly with a grinding presence at the table