Nothing fancy here. Just cards to keep us alive long enough to win with door or accelerate into the combo.
Dovin, Hand of Control: Probably the worst part of the deck, and may want to be removed. However, it does 3 main things. First, it keeps you alive versus a single large threat like a Kaldra Compleat. Second, it taxes your opponent's mana to make Storm and delver's life difficult. Third, it's a two color card that is castable with only white mana. Sometimes Ramos needs to get counters the old fashion way, and Dovin means you only need 4 spells instead of 5.
Ghostly Prison: Pillow fort to protect yourself from creature decks
Karakas: Show and Tell and reanimator hate, and can protect Ramos in a pinch.
Portable Hole: Removal that takes out problematic permanents, castable with white mana, adds a counter to Ramos, and pumps Urza tokens.
Swords to Plowshares: White deck, we don't win with damage. No brainer
Trinisphere: You don't have much anti-combo tech, but this can often win the game on its own if it sticks.
Cavern of Souls/City of Traitors: Standard sol lands to ramp into your combo quicker. Even if City dies after playing Ramos you'll only need 4 mana for the Courier.
Coldsteel Heart/Mind Stone: Chrome mox isn't great for the deck because of the high artifact count, and mox diamond doesn't work well because of only 24 lands. This could be wrong, but these seem like the best option.