It's most often played in decks that are casting a ton of spells so you can always cast it by exiling six cards from your graveyard, or ones that are reanimating it directly from the graveyard
Just play the red Fanatic or Arsonist options over these
The second ability is a bit less frequently used, but its a great protection skill that allows you to evade a removal spell that intends to destroy one of your creatures with any sort of damage, be it targeted or a universal board wipe in MTG like Blasphemous Act
Harmless Offering is a rather funny card that isnt worth a whole bunch
It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand." When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics
Fetch Lands are strongest when paired with shock lands or typed duals to maximize color access