Getting two mana out of the deal seems trivial, which works perfectly for Mazemind Tome or foretelling
It can grow as big as the lands you control, can be regrown, and reach and trample are quite forest-themed
The most interesting thing here is the ability text, and although its unusual to see this in blue, its just not something thats usually going to be useful
This is a deck dedicated to the Warp-fuelled powers of the Dark Gods, so its theme and mechanics are stuffed with as much chaos as possible - including plenty of cascade options
This is a good time to drop any lands they might have in their hands to keep them starved and likewise cast their good ramp spells to get you ahead or continue to lock them out
Green Even with a modest early hand, Id rather put an extra land onto the battlefield on Turn 1 and miss a drop on Turn 4 than hit only one four turns in a row