Anyway, back on topic, all Ramp decks since the beginning have looked to build their mana to ridiculous levels as quickly as possible and then use that advantage to drop more powerful win conditions earlier than their opponent and ride that to victory
Second, destroying the battles with removal spells will do nothing and just send them to the graveyard as normal
Theres also a variety of cards that get larger as you sacrifice permanents, like Carmen, Cruel Skymarcher and Elenda, the Dusk Rose, which provide essential board presence as you churn through creatures on board
Then youd have Boromir, Warden of the Tower, a perfectly fine protection card
So powerful is this interaction that the deck also ran two Mishras Foundry, bringing the number of creature lands to six