I can't see how there's any debating that. I've tried to make this card work in decks where it ought to give repeated value, like Glissa, reanimation builds, artifact heavy cost reduction builds...ultimately it just ends up being too slow and too costly every time. 6 for two lands that enter tapped is very steep.
That being said comparing it to Farhaven Elf et al, those are still reasonable, and I think part of it is that the ramp is more bite sized there. 3 for a land right away is fine, 6 for two over maybe two turns if it's early game is just a bit too far to make this do what you're wanting it to do. And early game is ideally where you want it so it's not really giving you the momentum you want. Mid to late game at best it's a chump blocker you can sac for ramp, and there's far better options for that (Sakura-Tribe Elder being the most obvious that springs to mind).