If I were to upgrade these decks with pulls from booster packs, then I would shave some of these weaker cards, especially ones that cannot be turned into ink, and add more five-drops, six-drops and seven-drops
Similarly, sagas always have three chapters, and adventures always have a power/toughness bar, even if you design a non-creature adventure
The second commander deck is actually probably the toughest to parse
If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a non-Adventure spell
Not aggressively, but enough to annoy you forever
Without the support of its peers, Thief is easily the weakest of the bunch for general Party decks