All of this to say: Dracogenesis will likely be worth a mint for a while due to casual Commander hype, but it wont really be necessary for a serious deck
You should pair it with haste enablers to mitigate the chance of this green creature dying before it exerts a creature into play
However, hands that are missing the deck's primary colors of mana or that offer no play before turn three should be mulliganed, as midrange decks without early interaction can fall too far behind against faster strategies
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If you play Duckburg Funsos Funzone and move a character the same turn, youll be able to accelerate a character out for 2 Ink less
Then if you control three or more Wizards, transform this creature