Wizards of the Coast is usually very careful about how fast they let players generate cards and mana, but they are far less strict about how fast you can generate, say, Clues or Squirrel tokens
Once you know how you want to win the game, you can get started on which cards actually go into it
The goblin token it creates is a problem for your opponent
Until end of turn, it gains hexproof, reach, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature." Instant Swiftfoot Boots Equipped creature has hexproof and haste
If you've never seen the card in action and are interested in playing dinosaurs, sleeve this up, and you won't regret it
If you are initially discarding this and then exclusively recurring it then it is broadly rather better than Dread Wanderer