Much like the similarly priced Shriekmaw, it has a built-in level of evasiveness, 3 damage, and brings card advantage
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Since this card is only legal in Canadian Highlander, lets explore other options where you can take additional turns
You should be able to build your deck to maximize the turtle without compromising it to settle for creatures that aren't playable
While two +1/+1 counters isn't a whole lot to start, pumping their power with any sort of spell suddenly gives your other creatures a huge upgrade, as well as basically giving everything in your deck haste
Well, the downside is that if you want to master it, it starts demanding cards like Candelabra of Tawnos (which roughly increases mana from lands by 1.5x), so the hurdle is high