First, this Simic commander can prevent any player from falling too far behind, as itll continue to give out relatively strong, free tokens
It's not quite as good as Mana Vault, but the places it has been legal make it a far more significant card
On top of that, Aurora, Dreaming Guardians three strength and five willpower pair with its two lore to make it a solid card by itself, able to likely withstand a few attacks in the early game - especially given that having Shift 3, allowing you to bring it out on top of another Aurora card for a lower ink cost, means you can have it on the field very early on
Furthermore, the world's hub locations are even more memorable than in any other location, and the lore behind the village of Idyllshire makes it an incredible location to turn into a land card in Magic: The Gathering
Both of these are useful and powerful