Skills a strong commander should have: they should be cost efficient / cheap and/or easy to cast they should have good stats for their costs they should have as many good effects as possible they shouldn't have any ot to many downsides they should have a high/good coloridentidy they can break parity in some kind of way they have inpact as soon as they enter the board (either they have haste, or a good ETB- or static-Effect or they have triggered ability) Commanders from Tier 0 to Tier 4 are commander who can be easily broken with specific cards
It's a tall order, but getting both Vault Doors into play would mean all of your locations and characters would have +2 resist, and that would be an incredibly difficult thing for your opponent to overcome
Unlikely, but if youre an angels player you already have one for your Commander deck or needed a reprint to make one more affordable
Focus on getting tutors like Jim Hawkins, or discard recursion like I Won't Give In should be more important than keeping an otherwise milquetoast Pirate like Owl just for the sake of having one in your hand
We may be tempted to include a more aggressive one-drop like Bloodsoaked Champion in our deck, but it's better synergy to have only colorless creatures to make our colorless-matters cards better
If you're excited to see and play with them in game, then good news: Prerelease events at local WPN game stores near you are your first chance to begin assembling your crew