The 'Crimson Drought' ability sets up harsh sunlight, boosting Fire moves and disrupting Water-type decks (specifically countering the popular Palafin ex decks currently in the meta)
You want to focus on ramping through mostly spell and artifact acceleration so that you dont flood your deck with dorks that come out of your eggs, and then use your commander and the ramp available to you to cheat out huge creatures in the early game
A competitive player will deem a card valuable if its useful for deck-building, has strong/useful moves, and good synergy (aka works well) with their other cards
: Add one mana of any color in your commander's color identity
I also like Quasiduplicate type cards, especially when paired with stuff like Doubling Season and Parallel Lives
The enchantment gives every nonland card in your graveyard the escape mechanic, meaning you can recast them by paying their normal mana cost plus exiling three other cards from your graveyard as an additional cost