If you ramp into it ahead of schedule or cheat it into play somehow...so much the better
The problem, of course, is that cards like Archmages Charm are good because any deck that plays it will be happy to have any of the three modes, so that flexibility adds a lot
With all the counterspells in the deck, once Enter the Infinite has resolves, you're pretty much unbeatable
These extra mechanics, while having the potential to produce great flashes of synergy, do ever so slightly muddy the waters around what exactly the decks winstate is supposed to be
In general, drawing cards tends to be a tempo-negative play: You spend resources to get cards that you may use later, rather than affecting the board right now
Start off with Birds of Paradise, then Sakura-Tribe Elder, Three Visits, or Rampant Growth, then Cultivate, before finally hitting the big leagues with Migration Path and Vastwood Surge