Warp as a mechanic fits into this way of designing cards to be as modal and flexible as possible
Its worth a lot of damage since it comes down much sooner than Overrun effects, letting you chip in for lots of damage in the midgame
It's a slow starter if you don't have a curated first hand, and I would say that it's such a situational deck that even pulling generally good cards off the top of your deck can feel a little jarring when you haven't got your board set up right to play and/or protect it
In the late game, theyll likely have an excess land or Treasure to sacrifice
Don't let that hold you back though - whether you try this list as-is, move it towards dragons, build it with Slivers or do any of a dozen other things, Ramos is a great commander to build around
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