It's kind of a good rate, of course the rare version of this is Sheoldred (The third one without a subtitle) but the Gargantua is kind of alright. Good creature type, good power for cost. Kind of like a Fleshbag Marauder with an optional ETB.
I'm currently very pro-bounceland in my commander setting. It's a lot of value with extra land drop effects or ketchup ramp, and not a lot of people want to fire off their strip mine on a land that just makes mana on curve in a multiplayer game, when Field of the Dead or Cabal Coffers will take over a game.
Bouncelands are definitely a lesson in virtual card advantage. It's pretty easy to translate a bounceland play into "I played a tapland and drew a card," but the same advantage is given when you play an Ancient Tomb. Not a lot of people will be able to identify an Ancient Tomb as card advantage when asked, they usually just see it as fast mana, but as long as you're willing to spend a card to put a land into play, spending a card to put two mana sources into play will make your card resources go further. In Legacy this mostly means you get to trim land count from your deck. In Commander it means your curve may be a little higher.
The alchemy version is slightly more flexible letting you take two creatures or two lands if you want, but in either case it's mostly just a green Divination that goes unplayed in every format. Kinda enjoy the froggy boye in the art.
Elven cache was the overbalanced version of Regrowth. Regrowth is mostly fine, though. Diabolic Tutor is very similar in idea to Elven Cache, though demonic tutor is of course much better than regrowth.
I love Fiend Hunter. He looks so cool, and the card is pretty good. He's a cleric that believes that an ounce of prevention is worth a pound of cure, so he goes out with a huge sledge and bonks some wolfmen. I think we know what happened with his buddy Brutal Cathar.
I'd like to see more Witch Hunters in magic, they're pretty cool.
I'm a bigger fan of Plague Spitter, the exploding potato, but Gangrenous Zombies isn't bad for a creature from Ice Age. A small boardwipe on a creature isn't really a commonly printed thing. WOTC would put a sorcery restriction on this ability today, because they hate fun
Bouncelands are definitely a lesson in virtual card advantage. It's pretty easy to translate a bounceland play into "I played a tapland and drew a card," but the same advantage is given when you play an Ancient Tomb. Not a lot of people will be able to identify an Ancient Tomb as card advantage when asked, they usually just see it as fast mana, but as long as you're willing to spend a card to put a land into play, spending a card to put two mana sources into play will make your card resources go further. In Legacy this mostly means you get to trim land count from your deck. In Commander it means your curve may be a little higher.
I'd like to see more Witch Hunters in magic, they're pretty cool.