Ghost Ogre can destroy a monster that is activating its attack, as well as stop a spell or trap already face-up on the field doing the same
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One thing that 40k the game has that Commander doesn't really, is the ability to create your own heroes (or villains) and equip them with various wargear or abilities that belong to the tradition of those factions
Thats 360 cards total, stored side-loading to keep them from slipping out
Of the generic tribal cards you list, I like Obelisk of Urd, which has been good in my cube, the rest is meh, because you really need a tribe for them to do anything
It does combo wonderfully with Loading