So if anyone wants to run Mardu colors you have no real options, so we can rule out that color archetype as a whole right? Seems fair.
Yes. That is entirely fair. 3+ color control decks don't have a right to exist, And more often than not we need the mana fixing of modern for such things to work. This is nothing new in MTG, and a good Mardu deck does not have a right to exist the same way Hunting Season didn't have the right to beat Avacyn's Glory back in the day. After a certain point, it wasn't going to exist anyways, and this is merely due to the existence of top decks and what they mean for the rest of the format. There are 30 color combinations (plus Conflux) in any pool at any given time, and some are going to be worse.
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The problems with Ramp is that it's too safe against aggro due to
Board wipes, while it has effectively infinite resources vs anything slower, typically having as many as 7 lands on turn 5. There is nothing in the game that really pressures or counters it, and it's capable of things like turn 5
Gaea's Revenge against control decks. The main way for control to beat it is to always have mana, a counterspell, and/or a
Celestial Flare up (all of which can be done at 3 mana btw), which isn't exactly practical against a deck with as many resources as
ramp has. :G: cards are too efficient and powerful compared to the "answers" control has to try to use, which are generally crappy and situational and a lot more draw-prone than ramp has to worry about. You are on the correct track here. Counterspells DO require some thought and interaction, while playing Ramp mostly feels like playing Hearthstone if you don't have an
Evolutionary Leap up. That's just how good, on average, the Ramp cards are.
Edit: Speaking of, if I was going to say something bad about acid moss's power level, it would be that it's able to fetch
Cinder Glade and the
equivalent. That has been far more relevant than the land destruction.