Sandman's power and toughness are each equal to the number of lands you control.
Sandman can't be blocked by creatures with power 2 or less.
: Return this card and target land card from your graveyard to the battlefield tapped.
Sandman is a mono-green lands-matter beater whose size scales directly with your land count, so the plan is to ramp aggressively, flood the board with lands, and swing for a growing, hard-to-chump-block body. You recur Sandman alongside a land from your graveyard to grind back from removal, then close with a single big connection or land-fueled payoffs.
Cheap 3-mana commander that grows huge as you ramp, threatening commander-damage kills
Built-in recursion that brings Sandman back and replays a land, making it resilient and card-advantageous
Evasion against power-2-or-less creatures dodges most token chumps and small blockers
Mono-green keeps the mana base simple and consistent
Mono-green has limited interaction, struggling against combo and control
Power/toughness depend entirely on lands, so land destruction or Armageddon-style effects gut it
Still blockable by any creature with power 3 or more, and dies to all spot removal/board wipes
Lacks innate trample, so chump blockers slow the clock without support