I just... normally don't get that excited about core sets, so my expectations weren't that high to begin. I'm reasonably optimistic about it as a draft set, but it's hard to give a proper verdict on some of these (dungeons, d20) until I've played with them.
Personally I'm not wild on paying 4 mana and 4 life for my first divination in environments beyond retail. I think it's strong in the best case scenario, but even in Penny Pincher turns were often too constrained to crack clues, much less pay 2 life for the privilege to do so.
I mostly agree, but I've also 3-0d with decks whose entire game plan was Primeval Titan into Volrath's Stronghold, or full control decks that mostly win off of Nephalia Drownyard in lieu of developing their own threats.
To me the question is 'how many creatures do you need your land to create to be worth it'. You can run a pretty creature-light deck and still make several tokens from the land.
Ehhhhh. I'm not super on board with some of these arguments. I mean, most removal is 1-2 mana and tempo loss is always a threat for higher CMC creatures. This thing slots into self-mill, it slots into aristocrats as a weird curve-topper, the recursion requirement is very easy to satisfy, other...
I like Grim Wanderer quite a lot, probably too much in an Eldrazi Domain context. I feel like this is more flexible than Bayou Groff, which needed explicit food. I've usually not found Morbid to be that difficult of a thing to get online, and suspect this card will be fun to set up.