On the other hand, if the table went on a Collective Voyage with you at the beginning of the game, they are going to be suffering rather painfully under the enchantment
I think the design space for a powerful deck is absolutely there, making the first face-down creature spell you cast each turn effectively free and making all face-down spells cantrip massively empowers the deck
But I can see this actually being a great mid-game creature in a kraken deck that runs some powerful enchantments as a subtheme
Basic lands are ubiquitous and are included in all preconstructed decks and bundles, but MTG has many more powerful lands for players to choose from
For example, if you control Muldrotha, the Gravetide ("During each of your turns, you may play a land and cast a permanent spell of each permanent type from your graveyard") and you cast a creature spell from your graveyard during your second main phase, you won't be able to cast another creature spell from your graveyard with Muldrotha's permission until after your next ending phase ends
Flexibility, X spells, mana reliability, blah blah blah