Ludevic, Necro-Alchemist and Kraum, Ludevics Opus both do neat tricks to give you card draw in a way that pushes benefits to your opponents (but more for you)
You actually lose card advantage by countering one of their spells with Arcane Denial as they get to draw two cards while you only draw one which this can be vary from being disasterous to being irrelevant
Faerie Conclave Deranged Hermit Plow Under Opposition Bribery Burning of Xinye Capture of Jingzhou Cave-In Control the Court Crash Defense Grid Three Visits Ravages of War Thran Dynamo Donate Energy Flux Engineered Plague Grim Tutor Goblin Settler Invigorate Kris Mage Land Grant Last Breath Miscalculation Palinchron Peat Bog, Sandstone Needle etc Powder Keg Pulverize Ramosian Sergeant Rancor Ravenous Rats Rolling Earthquake Squee, Goblin Nabob Thwart Tidings Trade Routes Unearth Vendetta Vine Dryad Vine Trellis Waterfront Bouncer Well here goes the combo list although as you can see from the remainders list there are a lot of combo tools from this era
These commanders embody the controlled chaos that comes with the unique color combination, with Flubs, the Fool giving you all sorts of weird draw circumstances, Storm, Force of Nature letsyou storm out wiht your favorite spells, while Loot, the Key to Everything gives you a versatile way to access a ton of your deck
For four mana, you get a Green Sorcery that lets you search your library for a Land card, any Land card, and then put it into play
On the other hand, an Alpha copy of something desirable like an Underground Sea is going to have a huge number of suitors regardless of condition