A couple of Telegnosis cards in your deck greatly increases the flexibility of your creatures, you can move and level up land with greater frequency. No more waiting to pass by the square they are on or landing on a fort or the castle to modify them. (Plus they recycle back into your deck!)
What I like to do is to hold a Telegnosis in my hand, then I can opt to lay down a creature on a land and level the land up immediately or move the creature to attack an adjacent square. Also, if you come to a risky place, AND happen to land on a square with your enemy's creature on it, you can use the post played Telegnosis (it is cheap to use towards the middle-end game when you have a lot of G), this in turn kills the creature you landed on....no toll!
Plus in the end game, it allows you more versatility with the creatures (since there are a lot of them on the board during the end game), greatly increasing your chances of raising tolls faster than your opponent(s)....Plus it recycles into your deck, allowing for more and more movement, etc.
Let's say your opponent is behind you on the board. You have that nice Kelpie or Old Willow combo. You have a creature on the corresponding red or blue square. You've saved up quite a bit of mana...So you play Telegnosis. During that turn you level up the land to a nice 3 or maybe even 5! Then you pass that land, then exchange that creature with a Kelpie or Old Willow...and here comes your opponent around the bend, ready to hit that toll....hehehe