At the start of your upkeep, you get to exile the top card of your library, hiding it from everyone else
Its a really nice addition to 2-color spellslinger decks as well, increasing the range of spells you can effectively copy
If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later
Its activated ability can protect the other creature defensively as well as getting it through on the attack (which it will be doing more of here)
Being able to maintain parity might be all you need and having a card that can keep you a bit safer early on and then go on to lock someone out of the game entirely is nice, it just requires fairly specific decks
You can only act on your turn, building slowly towards a powerspike