Five color leaders are always popular
This makes Goblin War Strike devastating in 1 vs 1 games, though in Commander multiplayer games, dealing all the damage to just one opponent isn't optimal
Jumpstart boosters reduce the mental load it takes to build decks, and helps show how cards work in more situations with fewer games to play
Curse of Surveillance is one of the most important payoffs to the archetype, being a potent way to refill your hand each turn after unloading all your curses on to one unlucky victim
While I primarily rank these based on expected strength, new commanders must also compete against their peers: Commanders that exist within well-explored archetypes without adding anything new or are obviously worse than existing commanders within their niche naturally fall lower than something innovative that offers a truly unique build-around
The ability to exile specific cards is always useful, and this engine becomes more dangerous the more you use it