I wouldnt play all of these cards in my own Commander decks, but Im certain that most of them will appeal to a lot of different players
Q: How many counters should I run
This comes at a heavy price however, needing a whopping10 cards in the Lost Zone, but once again this should be easy with Comfey, Colress's Experiment and more Lost Zone cards, especially later in the game
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Stacking up Treasures is all well and good, but at a rate of a Treasure every other turn for two mana that is likely to just attack on through for one rather than actually get you the Treasure
Just some combat tricks and one fetch land or ramp spell can give this creature huge power, and were talking about a mere 2-mana card