Hey, you asked for more transparency, so theres a good window into my head (note that the rest of the RC may not share my views on this particular subject)
Once your mission is clear, the impressive stack of instants in this deck are ultra low in mana cost and help you jump up to 21 commander damage when they least expect it
In a big-mana deck like Hydra tribal, you can easily set that X to eight or higher, effectively ending the game on the spot as you cast up to eight enemy spells for free
Being able to split them up is lovely too, you can dig for lands early and then cash in lands with it late
Avoid Fate is one of the best protection spells you can get in a non-blue Commander deck, and nobody is ever expecting you to hard-counter their Darksteel Mutation or Imprisoned in the Moon with a 1-mana green counterspell
Given how wide that trio of options are to trigger it, that's pretty deep