You may not need an extra land by the time you can entwine it, but you also have the option to destroy one of your opponents lands
Hall of Heliod's Generosity is a huge plus in this deck since auras are harder to keep on the field than other enchantments
Finally, the Necromancer's ultimate ability is a bit better than her Death Mage contemporary since it doesn't require your opponent to have creatures in their graveyard, and it serves as an answer to their biggest threats
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In the end, it's hard to tell which is the more powerful one, but the verdict is that the two decks are just too different to really mesh into one refined Commander deck
So on this card, the heal 3 is costing you a whopping 3 ink