Thanks to our ramp spells (Paradise Druid and Growth Spiral), we can often get Narset on the battlefield on Turn 3, making it fast enough to help stabilize the board against creature decks, buying us the time we need to start casting Ultimatums to take over the game
I also appreciate Migratory Route and Sanctum Plowbeast for their mana-fixing even though I'd never want to cast them
There were plenty of unlikely things on it
For instance, another Commander addition to Legacy, True-Name Nemesis is difficult to interact with
His adventure spell, Flameshape, lets players exile the top two cards of their library facedown before playing them later so long as they control a wizard, effectively banking future resources
Did I miss any sweet tech to make them better