That token becomes perfect fuel for June to turn each combat step into: Step 1: Attack Step 2: Make a token Step 3: Convert that token into a Clue Step 4: Draw deeper
A bold claim, I know, but lets take a moment to compare Deep Gnome Terramancer to most of whites other mana ramp spells: You dont need to be behind your opponents in land count to trigger this ability There arent any extra mana costs you have to pay for this mana ramp effect (and unlike treasure generators, this ramp is also more permanent) Deep Gnome Terramancer only costs 2 mana, putting it on par with the rate found on many of greens best ramp spells Like Natures Lore and Three Visits, you can fetch nonbasic Plains cards like Jetmirs Garden The condition for this cards effect happens all the time in Commander, and can be found on cards in most decks of any power level your opponents are playing even precons
Sometimes I enjoy building decks that only use one of each card
Sure, it's not a wise financial decision, but when it comes down to it, Magic is a game we play for fun, and if "fun" to you means jamming a bunch of Squirrel Tribal in unranked games, you should 100% do it
Here, take a look at what can happen to you with these lurking evil cards