Marcy: 2 turns of soft removal and then 2 turns of funky 2/2 creation isn't bad, but lacking the other effect the angel had means they're just kinda hard to remove tokens
The most important thing that a creature-land can be is efficient, and while members of the new cycle in Adventures in the Forgotten Realms tend to have fairly steep activation costs, they do gain some points back for this by entering the battlefield untapped on the early turns of the game
As creatures that are Spirits by default are able to make use of this anthem immediately and when they return as a token copy, Hofri can make for a great aggressive Spirit commander
The Scarab God is also basically un-killable (it goes back to your hand when it dies), avoid the commander tax
Experimental Synthesizer might be a reach, but the idea of the ghost rocking out hard is so fun Ill absolutely try it
Physical space is also a concern and is an issue that crops up in decks with three or more colors