Either way this looks reasonably close to my first draft of the archetype (at least in colors and ETB creatures) which makes me think (n=2) that Bant is the most natural home
The three cards were giving away are worth way more than two or three Treasures
Corpse KnightCorpse Knight hits them whenever a creature enters our battlefield, while Knights ChargeKnights Charge brings the hurt whenever we attack
these colors contain the most potent enablers and payoffs for the archetype (there arent really any green Young Pyromancers or white Treasure Cruises, for example)
8 Ishkanah, Grafwidow The only thing worse than one, big Spider are lots of smaller ones following behind it, and Ishkanah, Grafwidow can do both
There is also added value for these cards if you have ways to reuse them for the other side: There are a ton of other utility lands you can slot into your decks that provide vital mana early on and fantastic mana-sinks later in the game when you can use the spell-like effect to break games open or grind some value: Mirrorpool has long been a favorite of mine, and I think it really shines in this format since your commander is often going to get targeted by a removal spell and if you have open mana you can activate Mirrorpool to copy your commander and put your actual commander in the command zone