For four-drop commanders, ramp on turn two is super important

Agonizing Syphon Ahn-Crop Crasher Akroan Horse Allure of the Unknown Aminatou's Augury Aminatou, the Fateshifter Answered Prayers Arc Lightning Archfiend of Ifnir Assassin's Trophy Assemble the Rank and Vile Attended Knight Baleful Ammit Bankrupt in Blood Bearer of Overwhelming Truths Bedevil Bladewing the Risen Blind Obedience Blood for Bones Chilling Grasp Chronostutter Colossal Heroics Compelling Deterrence Conclave Tribunal Covenant of Blood Cuombajj Witches Daring Sleuth Deathsprout Debt to the Deathless Deliver Unto Evil Dirge of Dread Displacement Wave Dragonlord's Prerogative Drown in Filth Duskborne Skymarcher Dutiful Return Entomb Erdwal Illuminator Essence Flux Essence Scatter Farewell Fearsome Temper Feast of Succession Flameshadow Conjuring Fogwalker Force of Despair Forest Game Plan Giver of Runes Grasping Thrull Grim Haruspex Grim Return Grisly Survivor Growing Ranks Growth Spiral Harness Infinity Herdchaser Dragon Hubris Hussar Patrol Immortal Servitude Infinity Elemental Island Lightning Javelin Martyr's Bond Medomai's Prophecy Millennial Gargoyle Mind Rot Mire Triton Mountain My Forces Are Innumerable Mythos of Brokkos Mythos of Illuna

Any deck that uses a healthy amount of Scry and Surveil effects will want this card, and there are ways to go infinite with it, drawing your entire deck
Use an inner sleeve and one of these
Both cost two mana and are relatively innocuous creatures by themselves
For most of its history, Commander has been about deck-building as an individual journey, and the foibles of individual budget, opinion and card availability ensured that barely any two decks were alike