Nissa has evolved somewhat, now being all about
the lands - but that just means that there's
always going to be a use for her, because I
think lands are pretty much the one thing we can
be sure of in Magic. I'm intrigued by the fact
that this incarnation can go ultimate the very
next turn after she comes into play, and by what
exactly that involves for her: people have been
talking for years about what they'd do in modern
formats with some sort of card-drawing landfall
trigger, and even just turning Evolving Wilds
into a zero-cost Inspiration is something I
never thought we'd be able to consider. Her
other abilities are not the most spectacular
you'll ever see, but I think they're more
quietly powerful. With her -3, there's a reason
why Regrowth was restricted for so many years,
and her +1 is the same versatile offensive or
accelerating tool we once saw with Koth. (I hope
one day we get a land with an ability along the
lines of "Do X whenever this land becomes
tapped/untapped" so that it becomes relevant
that it targets any land, not just basic land or
the one corresponding to her color like with
Koth!)
Planeswalker no.2 of Kaladesh (so far), and
possibly the best five-mana planeswalker we've
seen in a while. Here, the draw is actually her
ultimate, since it goes off at -6 (and she
starts with 5 loyalty, with a +1); drawing a
card on landfall is very powerful and has the
ability to get you very far ahead. The +1 is
good at protecting her to get off her ultimate,
putting out a 5/5 Elemental that trades
favorably with (or outright crushes) opposing
attackers. Her -3 is less likely to be used, but
a limited Regrowth is still very effective if
you have something in your graveyard you need
back.
Nissa probably will see play in Standard, thanks
to a powerful set of abilities and decent
synergy with extant decks, though 5 mana is a
touch on the awkward side. Still, look out for
her: she protects herself and can have a
powerful effect on the board state both
immediately and down the road.