Its just not that good of an effect to give a life-loss requirement as well
At least for a casual power level, the important questions I think we should ask are which themes play well together, which themes are well supported and which themes fit best into a viable Commander gameplan. For the first answer, it feels like there are two sets of synergistic themes that happen to align neatly with the two blocks of rules text
In my experience, the Game Changers that win the most games are the ones that generate persistent card advantage: Rhystic Study, Smothering Tithe, Necropotence
In the past Magic has released several different supplemental sets that added brand-new types of cards to the game, such as Vanguards, Schemes, Planes, and Phenomena
All you need is to have your Commander on the field and you can cast this instantly, for free
From what I can tell it has MOST of the cards on forge, although several may have slipped through the cracks, because of various downloading errors