Thats about as smooth a ramp as you can get, but you can also add three counters, then double a creatures power and toughness and give it trample until end of turn
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Mana burn existed in this era, meaning there was a nonzero risk to countering something big and not being able to spend the mana
In my opinion, Tarkir: Dragonstorm lives up to expectations and there are plenty of interesting new cards that Im looking forward to seeing at Commander tables
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This Ice Age enchantment dominated competitive play in the mid 90s, since it turned your life total into a nonstop card advantage engine