I think its better than Harmonize, though, as even getting just two cards back, youll often grab a protection spell and a removal spell, which is a really good combo
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
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
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
Evolution Witness This is sort of a special one, because the trigger is off the +1/+1 counter being put on Evolution Witness