plenty of commanders dont mind a 3-mana draw-seven
Early sets included a few cards with rules designed to interact with this gambling aspect, allowing replacements of cards up for ante, adding more cards to the ante, or even permanently trading ownership of cards in play
It can go off from basically nothing, assuming you know the combo lines, so its always a threat despite what permanents it may or may not have
Then, when you play any action card, you get a lore counter, letting you cycle through the same action card multiple times in a turn
MAKE IT YOUR OWN
Anyways, a 2/2 with vigilance and trample for is already pretty reasonable in a monogreen build, but bake a mana sink into this card that can destroy an entire boards worth of pesky artifacts and enchantments (or even just one or two crippling ones), and youve got one of the best Bear cards ever for a Commander player