Deep Gnome Terramancer Deep Gnome Terramancer has the distinct advantage of being a white ramp card that can actually put you ahead on lands
The major issue with Sower is that you can kill it easily, thus getting your stuff back
Adventures return but on lands, so you can play the sorcery side, and then play a tapped land for turn
(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) The Set Design team experimented with using echo on the card (a mechanic from the Urza's Saga block)
One final thing I want to note is that I have another money-saving hack for Barnes & Noble
In more competitive 60-card formats, choosing one or two is a safe bet because even if Tallion is removed, youll draw a card