Shell make you a 3/3 creature token every time you cast a spell you dont own
In the second combat damage step , the only creatures that assign and deal damage are those that: are still in combat (doesn't matter if tapped or untapped), and either did not have first strike and/or double strike when the first combat damage step began, or currently have double strike
Good aggro decks are all about finding ways to properly skew the curve outs to your side
Expensive as a whole, sure
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
The major concern for this set is going to be the availability and price