Createrhoof gives all your creatures trample when it comes into play, which is pretty good on its own, but also gives them all +X/+X, where X is the number of creatures you control
Cards that replace themselves in your hand or give you Treasure as part of their abilities are good to consider, since youll need some form of ramp to keep casting three spells per turn
Many of the cards were bought by Pardos mom after he had stopped collecting them in the lead-up to attending university
In practice, the best Angel commanders in MTG usually give you one clear engine (ramp, protection, or lifegain payoff), and doubling up commanders tends to dilute that plan instead of strengthening it
Most of your ramp isn't creature based but still takes advantage of having creatures
Keep in mind some of the oldest cards have been around for a couple of decades and the white-back is not a sparkly, brilliant, white anymore