Im not wild about how this design wound up
Archaeomancer and Time Warp can be replaced with other sorceries that give you another turn before heading to the graveyard rather than exile , like Time Stretch or Time Walk plus a creature that enters to bring that spell back from the graveyard like Ardent Elementalist and Mnemonic Wall
If you have synergies with creatures entering the battlefield and the revolt mechanic, Rampager adds lots of energy and ETB triggers, too
Cards that ramp are varied and numerous, including: Cards that put extra lands into play, like Rampant Growth Cards that tap for mana, like Sol Ring or Birds of Paradise Cards that reduce costs, like Goblin Electromancer Cards that produce short-term bursts of mana, like Dark Ritual or Dockside Extortionist Ramp is an essential element of Commander deckbuilding
Im not really vibing with it
Target creature you control deals damage equal to its power to target creature an opponent controls