It gives all creatures you control +1/+1 until end of turn for each experience counter you have, and all your cute little Eldrazi Spawn and Scion tokens will get indestructible and annihilator 1 (whenever a creature with annihilator attacks, the defending player has to sacrifice a number of permanents equal to the annihilator value)
Heggen reassures me that they are thoughtful about what new Secret Lair cards are doing to strategies outside of Commander, saying we're not trying to accidentally ruin those formats by casually printing hyper-powerful cards into them. That said, the concept of mechanically unique Secret Lair cards existing at all has been a hot topic in the community regardless of power level
It isn't so much ramp in that you won't get mana back out of it until you use it five times always paying the maximum life
Below are some hands that Ive generated for pre-board games where I dont know what my opponent is playing: Hand 1 - Underground Sea, Badlands, Swamp, Lotus Petal, Animate Dead, Exhume, Unmask I would mulligan this hand on the play and the draw as you are missing an enabler and dont have a path to find it
As a Pokemon, it is awful, with being too slow, but as fodder for Regidrago, it gives it an attack that does 110 damage to three Pokemon