I find the most consistent decks are ones that are aiming to get to the six to eight region on turns four or five
Adventurer's Inn Balamb Garden, SeeD Academy Baron, Airship Kingdom Capital City Clive's Hideaway Cooking Campsite Crossroads Village Eden, Seat of the Sanctum Forest Gohn, Town of Ruin Gongaga, Reactor Town Guadosalam, Farplane Gateway Insomnia, Crown City Ishgard, the Holy See Island Jidoor, Aristocratic Capital Lindblum, Industrial Regency Midgar, City of Mako Mountain Plains Rabanastre, Royal City Sharlayan, Nation of Scholars Starting Town Swamp The Gold Saucer Treno, Dark City Vector, Imperial Capital Wastes Windurst, Federation Center Zanarkand, Ancient Metropolis
For three mana you get a souped-up mana dork that ramps you by two and fixes perfectly, provided youre casting Dragons of course
Gem-Knight Garnet found a home inside Light decks since you can use Brilliant Fusion to use it as material from the deck