Well, just stop the other person from combo-ing off or locking you out on the first turn, and then play a Monastery Mentor and so many cheap or free cards that you kill in one or two hits, while also having a resilient, wide array of threats, to ensure removal cant stop you
Anchor to Reality feels fixed, honestly
I love how thematic it feels that it deals 4 damage when it enters, and that cheap equip cost may feel restrictive in limited, but can be easily built around in Commander
Dual-Ink cards partially modify the third rule
Perennial Behemoth While Perennial Behemoth does exactly what the archetype wants, it does so at a high mana cost
You want to build a deck where you can activate her as many times as you need to in a single turn (Thornbite Staff, Intruder Alarm), sacrificing creatures over and over as you climb the cmc ladder and eventually win the game (Craterhoof Behemoth)