specifically central around removing/moving an enemy land. its almost instrumental in stopping rush effectively. the only decent counter is 1 up 1 left/right, forgoing turn 1 creature on well (t2 harvest) or putting 2 up the middle yourself. otherwise their turn 2 they’re already a space out from your well.
it would be ideal to be able to come back from “i didn’t stop them on turn 2/couldn’t now im punished the rest of the game” and sometimes you get a terrible opening. ya know?
i just think land interaction offers more of unique controlling aspect which should be more central in the game other than just your passive opening each turn.