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Earlier sales reinforced this trajectory
But older white cards such as Divine Intervention take this philosophy in weird directions
Or you could try Sazhs Chocobo into Sidequest: Raise a Chocobo, play Prishes Wanderings or Summon: Fenrir as a reasonable turn three combat enhancer, and then drop turn four Summon: Fat Chocobo and flip your Sidequest for an almost unbeatable board lead
Turn three : Ramp, either with a Cultivate-style spell, a mana rock, or an Enchantment
After all, consistent card draw is the best way to make a land drop every turn