They might seem a tad underwhelming at first, at least for "strongest Magic cards ever", but imagine starting a game with one or more of these in your hand - a second land drop on turn one would set you up for victory
Not only that, but we also want to lean into the synergy of Allies for our non-Convoke spells, meaning we ideally want Allies that trigger on Allies
Just make sure to run ones like Time Warp and Temporal Manipulation that dont exile themselves as they resolve
Numerically, this usually works out to be between 6-10 cards for me, especially if my commander has black in their color identity, and this seems to be a fairly common range for many other players as well
Its crucial to their game plan
They have a great balance between explosive power and a short time on the field, save for the few cards that can prolong their presence