Guilds of Ravnica reminds me a lot of Khans of Tarkir , which is also the set players point to when they talk about the last time they last liked Standard due to how its built around multi-colored archetypes
The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle." Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text
Now, how much of that is due to the cards chosen, and how much is down to Lands being altogether less game-warping than say, Enchantments, is another question entirely
Do they let you draw a card or do they mill themselves equal to the number of counters on it and risk losing life equal to the total mana value of those cards
This is also the best card in this set for Type Four with infinite mana but just one spell per turn, so this is a first turn play there