With a decently sized initial card pool there are multiple strategies and deck archetypes that can be used, but the underlying strategy of the game revolves around deciding what cards to sacrifice to your inkwell, and when it is most advantageous to risk questing vs challenging
Take a typical non-powered turn in Commander: Turn 4: You control a three-mana mana rock like Commander's Sphere or a two-mana rock like Mind Stone and three lands
The extra card draw gifts might even make opponents think twice about breaking an alliance with you until youre ready to snatch the win right out from under them with an uber-powerful spellslinging turn
So long as you have a land that produces more than one mana at a time, you can instantly generate infinite mana, though you then need something to put it into, like a Fireball for instance
Now, lets look closer at the Warhammer Secret Lair stuff
These cards can only be found within Japanese Play Booster Boxes for the set