Rise of the Eldrazi was a really deep format, with a ton of viable archetypes, so I'd caution against drawing too many blanket conclusions from birding one player's draft, if you haven't given it a try yourself. Green-based ramp might've been the best archetype overall, but there were a metric tonne of other decks to play if you didn't feel like casting eight-drops all the time. Some of my favourite memories of that format, in fact, were when my giant Eldrazi were answered, and I needed to claw and scramble for other ways to get myself back in the game.
I would say it was less annihilator, the mechanic, and more the focus on ramp as a viable archetype at all that made the format unique. You know it's pretty far off the beaten track when drafting and casting nine drops is something you can do at all, let alone have that be good, and it's both refreshing and interesting to see what themes bubble up to the surface when 'traditional aggro' isn't supported.