Ramp is a very deep well, but I define ramp spells as typically sorceries and instants that put at least one land onto your battlefield from your library
Precon decks often have overpowered commanders to smooth over the jank often found in the 99 and this precon is no exception: Cloud, Ex-SOLDIER is incredible leading the stock list, immediately getting tremendous value the moment you cast him, providing card + mana advantage while beating face
It's no picnic trying to get three pirates through for damage on one player, even in EDH, but the good admiral is still a fun commander for a much beloved Commander tribe
It doesn't feel like a strong card
One subtheme of Prophecy is sacrificing lands and general land shenanigans (shelandigans?), which is something that players generally dont want to do - another reason why this set is so reviled
I like the depiction of poison here, where the turn after the Nafs Asp bites your opponent, they have to suffer an extra damage from the poison unless they pay some mana to purge the effects