That and the land comes into play untapped, so it's essentially Rampant Growth for less mana

Academic Probation Arachnus Web Archon of the Triumvirate Arrest Avacyn's Collar, the Symbol of Her Church (playtest) Azorius Arrester Azorius Justiciar Bound in Gold Braided Net Clarion Conqueror Collector Ouphe Cursed Totem Damping Matrix Deadlock Trap Demotion Desert's Hold Detainment Spell Detention Vortex Disruptor Flute Dovin Baan Drana and Linvala Edifice of Authority Encrust Faith's Fetters Gelid Shackles Gobsmacked Hold for Questioning Ice Cage Inaction Injunction Intercessor's Arrest Interdict Isperia's Skywatch Karn, the Great Creator Katabatic Winds Koma, Cosmos Serpent Koma, Cosmos Serpent Krasis Incubation Lavinia of the Tenth Lawmage's Binding Linvala, Keeper of Silence Linvala, Shield of Sea Gate Lost in Thought Lyev Decree Lyev Skyknight Martial Law Mythos of Vadrok Nahiri's Binding New Prahv Guildmage Null Rod One Thousand Lashes Petrified Hamlet Petrify Phyrexian Revoker Pithing Needle Planar Disruption Prison Sentence Prison Term Realmbreaker's Grasp Scheming Fence Seatower Imprisonment Secure Detention Serra Bestiary Sharkey, Tyrant of the Shire Sorcerous Spyglass Soulsworn Spirit Stasis Cocoon Stony Silence Stormcage Containment Facility Stuck in Summoner's Sanctum Stupefying Touch Suppression Bonds Tax Collector

This may be a slow progression for the game to take so many turns to increase your mana and it may be easily disruptable, but its well worth doing in some situations
See you next time, kupo
But theres another interesting twist to -1/-1 counters that also make these engines better: Green offers some efficient creatures that put negative counters on your own creatures as a drawback
You may play lands and cast spells from among cards you own in exile with croak counters on them