Talrand Tempo Talrand, Sky Summoner | Illustration by Svetlin Velinov Commander (1) Planeswalkers (2) Jace, Architect of Thought Kasmina, Enigmatic Mentor Sorceries (12) Arm with Aether Candlekeep Inspiration Clear the Mind Mana Vapors Mass Diminish Misstep Portent Ravenform Reminisce Silver Scrutiny Winged Words Witness the Future Instants (50) Aetherize Anticipate Brainsurge Chemister's Insight Consider Curate Curfew Depart the Realm Divide by Zero Flow of Knowledge Geistwave Glimpse of Freedom Gush Impulse Into the Flood Maw Jwari Disruption Keep Safe Keep Watch Lazotep Plating Leadership Vacuum Learn from the Past Long River's Pull Ojutai's Breath Oona's Grace Opt Ovinize Peek Polymorphous Rush Radical Idea Reality Ripple Rebuild Repulse Sage's Dousing Scour from Existence Silundi Vision Suspend Telling Time Think Twice Tolarian Winds Unexplained Disappearance Unsubstantiate Unsummon Unwind Vapor Snag Whirlwind Denial Whispers of the Muse Wipe Away You Come to a River You Find the Villains' Lair You See a Guard Approach Artifacts (1) Enchantments (1) Lands (33) Blast Zone Castle Vantress Demolition Field Island x24 Isolated Watchtower Lonely Sandbar Memorial to Genius Remote Isle Rivendell Riptide Laboratory Blue and budget don't always go in the same sentences about Commander, but Talrand, Sky Summoner is an exception

In a format with longer games, I'll let you figure out which of those is better and which is vanishingly worse
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Compared to the chaos of Rocket and Challenge , Neo felt more mature, which means less edge and more strategy
The goal of this deck is to do hit-and-runs on our opponents with our Vehicles while out-valuing the rest of the table with Shorikai and our other powerful support pieces