Talrand's Invocation
Four mana buys four power of evasive flying split across two bodies, and that split is the entire pitch. Two flying 2/2s each replace the other if one trades, force an opponent to spend two spot-removal answers where a lone threat would need one, pressure planeswalkers, and demand chump-blocks that a single 4/4 never could. The tokens come asking for nothing but blue mana to cast them. Built as a payoff for the spells-matter Drake commander whose name it carries, it works as a self-contained instance of what that engine produces turn after turn: a card converted into flying bodies. But the namesake was never load-bearing. Any flier-centric strategy gets a clean two-for-one that closes games from the air, and the tokens fold into anything counting creatures, feeding sacrifice outlets, or stacking anthem effects, none of which care what kind of creature they are counting. The cost of dropping four power onto the board at once is the sorcery-speed restriction: no ambush block, no end-step surprise, just a main-phase commitment telegraphed a turn ahead. For a card whose whole job is turning mana into evasive pressure, that is a fair toll.




