With the right timing and strategy, this mechanic can have a profound effect
Hopefully, I was able to demonstrate some of the unexpected richness in this seemingly narrow school of spells from the defensive reanimation of Nim Deathmantle to the inevitable combo tool of Dread Return, the grindy engine that is Whip of Erebos to the explosive tribal finisher Patriarchs Bidding, and even some weird off-color gems like Reincarnation and Replenish
Vines twine out of the earth as he passes
Shell make you a 3/3 creature token every time you cast a spell you dont own
Good aggro decks are all about finding ways to properly skew the curve outs to your side
It is up to the standard of a red common, and it specifically meets the Red-Green power 4 requirement, so it is not bad, but if you try to use the Adventure smoothly, you need to delay casting it or play a creature on turn 1, so think about your mana curve and tactics