If everyone plays at least one one or two drop, and a three drop before you untap on turn three, and someone has made a treasure or a clue, thats already ten nonland permanents
Though it doesn't quite reach the same crazy numbers that one does, it's still an expensive card to pick up
The first thing I wanted to improve was our low-mana creatures
, : Target creature gains haste until end of turn
In providing board-wide Explore effects to all of your merfolk, Hakbal draws on the +1/+1 counters that have allowed merfolk to succeed in the past, while also providing the option for speedy land ramp
Heck, even red has more impulse draw and wheels than you can shake a stick at