They can be pretty daunting when you first start to play with them, but theyre well worth the effort
Chapter II protects you from early aggression, and Chapter III should draw you at least two cards and potentially more (say, an opponent is playing mana creatures)
Normally I'm all over this kind of stuff, but not having access to white, one of the best equipment colors, is a big drawback to playing this as your commander
Hopeful Initiate, Luminarch Aspirant, Sunrise Cavalier, and Thundering Raiju can all become big threats quite fast, especially when combined with Angelfire Ignition (usually out of the sideboard)
Feeding Uro all the while and then threatening a typically lethal double Time Walk ultimate
Making your characters into ink lets you play bigger/more characters later