Riding Chocobos is a neat way to substantially improve a unit's mobility, but when it is being ridden the Chocobo loses the ability to act at all until the rider dismounts or is killed, so using a Chocobo as a mount means you're essentially sacrificing one of your team slots, and through movement skills and accessories you can boost a unit's mobility to match or exceed that of a Chocobo anyway
Not only is the first ability a dustier variant on Knight of the White Orchids, but the second creates tri-colour Sand Warrior tokens that harken back to Hazezon Tamar, one of the titular legends from Legends
Urza's Destiny, 1999: $1,186 Metalworker, Treachery, and Rofellos, Llanowar Emissary are mere samples of high-power cards throughout this set that either cannot be printed again because they're on the Reserved List
All our playtests have been done with this in mind, and they've been very enjoyable
But what about second extra combat
1 Foray of Orcs