Aggro decks are inconsistent in the sense that they can't smooth draws, and are dependent on getting a reasonable opener and reasonable top decks. They do this by having a low land count and high creature count.
Even though combo finishing instants and sorceries are good, its a very real sacrifice when you start giving up bodies for spells--especially when the spell's worth varies to such extremes, unlike ultra flexible burn spells. You really aren't going to be seeing that many cards if you're piloting an aggro deck, and the cards you can hit need to be consistently relevant to a wide variety of board states. While it can win games, this card is going to be harder to cast on average than a temur battlerage or a rally the peasants, due to the doomsday clause; and because its worth is so board state contingent, it needs draws to develop in certain ways, which is bad for a deck type generally devoid of smoothing.
In a min/max spike world, this is not a card I would be excited to run in an aggro deck, though its certainly plausible to do so, and you will occasionally be rewarded for it.
Now, is it a fun card that stokes the imagination? Sure. And I think that, and the stories that it can illicit are a good reason to run the card, and you can justify it on the basis that it has a home--however tenuous--in an aggro deck.
Not going to stop anyone from testing it--I'm not the time police, and I will take your free test data--but the closest analogous card is final fortune, and that card has always been more fun than good. And thats something to think about depending on how you value your time.