The cycle of adventure towns from Final Fantasy work like any other adventure, with the exception that the main card is a land instead of a non-land card
This is one of the better incidental payoffs in the deck it can be used to add bodies to the board, or it can quickly grow your team for a surprise alpha strike on an unsuspecting opponent
As another example, suppose that we are again on the draw with a 2/2 on turn one and a 3/4 on turn three
Red-White Creatures (19) Cloud, Planet's Champion Cloudbound Moogle x2 Coeurl x2 Dwarven Castle Guard x4 Adelbert Steiner G'raha Tia Rosa, Resolute White Mage Beatrix, Loyal General Item Shopkeep x3 Freya Crescent Barret Wallace Lightning, Security Sergeant Instants (5) Fate of the Sun-Cryst x2 Slash of Light x2 Judgment Bolt Artifacts (9) White Auracite x2 White Mage's Staff Dragoon's Lance Samurai's Katana x2 Warrior's Sword x2 Ultima Weapon Sorcery (2) Lands (25) Rabanastre, Royal City x4 Plains x13 Mountain x8 Red and white decks are rarely shy about how they plan to win
Serum Visions Ive always enjoyed this card, but I want to take a stab at writing the flavor text of this version of the card