This will feel sweet when youre recurring a Disturb creature or Dismissing a removal spell, but you still need to recast your creature
While a 6/6 creature is not all that imposing, Deep Spawn has the ability to make itself untargetable until end of turn for just a single blue mana, effectively has some form of evasion with the Trample ability, and also mills cards from the top of your deck in to your graveyard during your upkeep (which can fuel further reanimation shenanigans on future turns)
Using a something like Diabolic Intent, Grim Tutor, or Demonic Tutor to just pull your meld power out of your deck could put you way ahead of your opponent, provided you have the mana to cast both halves as well
That doesnt mean the ward ability didnt accomplish a ton, though
This is a win con in the Command Zone and looks pretty spicy
As for commanders, youre spoiled for choice