You can also deemphasize this plan and build more of a normal Dimir-based control deck with fewer scrappy cards and a more classic mix of removal spells, card draw, and bombs
Crew vehicles, block little early creatures, or throw it in front of larger creatures later in the game are all great options for this little guy
You may play the land later from exile.) Value Town follows all of the normal rules of adventurer cards, except instead of casting it from exile while it's "on an adventure," you play it as you would normally play a land, following all normal restrictions
This lets you take everyone out of the game in one swoop, rather than having to take opponents out one at a time and risk losing your board state
It is gorgeous, but not essential, which is the best kind of fancy option
1 Metropolis Reformer