Shock Lands, Hallowed Fountain, Watery Grave, Overgrown Tomb and the rest, do the same job with one small catch, you take two damage on entry unless you let them come in tapped
The absence of such cards reduces the power level of Pioneer decks
This makes it cost way too much mana for the effect
AbundanceAbundance is more card selection than card draw, and its a great reprint
Eternal formats have long defined their identity and play patterns around breaking the mana curve, and cheap (or free) counterspells are one of the only things that can keep such explosiveness balanced
Im generally not super-high on Future Sight effects, but given this one is an Exploration that helps you solve it, costs just four mana to get down and lets you cast the most common spells green decks want to cast it passes the checks for me