Imprint was a mechanic from Mirrodin block (and later reprinted in Scars of Mirrodin block) where the player had to exile a card when casting the spell (the exiled card came from different places), which then was used as a marker to determine something about the spell
I'm impressed by And They Shall Know No Fear
Ib, in all its strategic genius, has solved the problem of having too many goblins without a way past your opponents creatures
Also, whenever one or more Dragons you control attack, you get to draw that many cards, and then you can put a permanent into play for free
Still, it's an unremarkable deck that could do with some major upgrades if you want to turn it into a consistent performer at your local game night
Sacrifice decks often tend to run ways to retrieve cards from their graveyard, so you can keep reusing this land to get excellent mana fixing while empowering your board