6 K'rrik, Son Of Yawgmoth Blood Mana K'rrik, Son of Yawgmoth isn't a ramp spell in the traditional sense
Most of our creatures come with spell effects attached that keep us ahead
This opens up a lot of power very easily as long as you build the deck well, and should lead to an interesting balance of Artifact spells and fodder to make more Golems
A card like Deathrite Shaman may be great for high level tournament play due to the nature of that format, but it's much weaker here
The ability to pay mana and ping each opponent isn't incredibly powerful, but it is a way to keep things rolling in decks such as Rakdos, Lord of Riots or the more recent Ob Nixilis, Captive Kingpin without having to have spells or other nonland permanents around to help generate life loss
All of those work a ton better when you're at around 38 lands