This is what I will refer to as reading. The polar opposite of reading the draft is forcing

Airbending Lesson North Pole Gates Waterbending Lesson Corrupt Court Official Path to Redemption Joo Dee, One of Many Raucous Audience Beetle-Headed Merchants Wandering Musicians Realm of Koh Flopsie, Bumi's Buddy Boomerang Basics Water Tribe Captain Dragonfly Swarm Hermitic Herbalist Earth Kingdom General Rocky Rebuke The Boulder, Ready to Rumble Accumulate Wisdom Combustion Technique Mongoose Lizard TierC- Avatar Enthusiasts Rumble Arena Sun Warriors Callous Inspector Sun-Blessed Peak Fire Nation Engineer Omashu City Secret Tunnel Aang's Journey Ostrich-Horse Teo, Spirited Glider Azula Always Lies North Pole Patrol June, Bounty Hunter Meditation Pools Allies at Last Earth Village Ruffians Rebellious Captives Lightning Strike Professor Zei, Anthropologist TierD+ Master Piandao Yuyan Archers Foggy Bottom Swamp Barrels of Blasting Jelly Airship Engine Room Team Avatar Razor Rings Suki, Kyoshi Warrior Swampsnare Trap Benevolent River Spirit TierD Hama, the Bloodbender Walltop Sentries Abandon Attachments Spirit Water Revival Fire Sages Shared Roots Saber-Tooth Moose-Lion TierD- Deserter's Disciple Iguana Parrot Treetop Freedom Fighters Giant Koi Fire Nation Attacks Origin of Metalbending Ty Lee, Artful Acrobat Dai Li Indoctrination Azula, On the Hunt Unlucky Cabbage Merchant Earth Rumble Pirate Peddlers Mai, Jaded Edge Cat-Owl True Ancestry Bumi, King of Three Trials Serpent of the Pass Long Feng, Grand Secretariat Foggy Swamp Vinebender Cunning Maneuver TierF Fire Nation Cadets Fancy Footwork Bumi Bash Zuko, Exiled Prince Geyser Leaper Cycle of Renewal Hei Bai, Spirit of Balance Jeong Jeong, the Deserter Low Match Volume Tier

A deck with a commander that costs three mana may play more 1mv ramp, despite its fragility, to facilitate playing its commander on turn two
Big Man Down didn't need the rider as the only time it could force the discard of a land is when the opponent's hand is nothing but land at which point it's not really causing much of a mana problem
It's for Timetwister
Here's the thing: how fast you collect the set (how many drafts you need to do, which is proportional to how many gems you need to spend, since you can't "go infinite" with ranked drafts) depends MUCH more strongly on how many "new" Rares you collect each draft as opposed to how many games you win