The first place to look is on creatures that gain +1/+1 counters and benefit from getting them, like Fathom Mage
(As an aside to that, do you have the discipline to dump the fun card to make sure you keep the Mana Rock?) If so, perhaps fewer (ramp spells, not Lands) are warranted
The MTG Dual Lands are a cycle of 10 lands, all of which tap for two different colors of mana
Both of these were important for me because it made the cards feel more real, rather than using previously used planeswalker card art, which, in my opinion, makes it feel less exciting
Commanders that have a powerful impact when they enter the battlefield or that immediately affect the battlefield somehow (by proliferating or giving your creatures some bonuses) are much more desirable than those that need to wait for your next untap step