From there, its just target practice
Those include: Sidequest: Raise a Chocobo is the most realistic incentive available, as the others are too rare
Given that youre playing a deck that cares about 4 or more power, the creatures you get to put into play are sure to be pretty impactful
Cargo Ship Chocobo Racetrack Coral Sword Crystal Fragments Dark Knight's Greatsword Demon Wall Diamond Weapon Dragoon's Lance Elixir Ether Lion Heart Magicked Card Magitek Armor Omega, Heartless Evolution Phantom Train Phoenix Down PuPu UFO Relentless X-ATM092 Ring of the Lucii Samurai's Katana The Prima Vista Thief's Knife Valkyrie Aerial Unit World Champion, Celestial Weapon
Yawgmoth, Thran Physician Yawgmoth, Thran Physician is an amazing engine that needs some support
The former has a powerful, classic effect for Green cards, drawing you cards equal to the greatest power among creatures you control on its first turn, and on the second, it earthbends X, where X is the number of cards in your hand