It's ramp if you have two lands in hand after drawing three cards. Not that hard in a ramp deck where a lot of ramp spells put lands into your hand anyway (Cultivate for instance). There's also a good chance you can play it as early as turn three, because it's green, so there's more than a turn or two of ramp in it while slightly lowering your chances of topdecking lands. At worst it's 5 mana draw 3 if you topdeck it later, which is a pretty good worst case scenario.
I can see not running it, it's not the most powerful option, but I can't really see the case for "not worth it" tbh.
Here's a short list of suggestions. Some of the cards have already been mentioned, but I think they're fairly important, so they've been mentioned again.
As for assigning themes to guilds, I'd suggest thinking in shards and wedges. For example, Rakdos is part of Grixis, Jund and Mardu. That gives you three (sometimes overlapping) themes for the guild and is a good guideline on the way to creating variety in drafts.
I can see not running it, it's not the most powerful option, but I can't really see the case for "not worth it" tbh.
As for assigning themes to guilds, I'd suggest thinking in shards and wedges. For example, Rakdos is part of Grixis, Jund and Mardu. That gives you three (sometimes overlapping) themes for the guild and is a good guideline on the way to creating variety in drafts.