I Gain control of target creature until end of turn
To enhance your artifact strategies, Necron Dynasties has cards like Biotransference and Shard of the Void Dragon, capable of quickly setting up game-winning combos
In the end, we decided they could coexist as separate mechanics that are cool in their own ways
In a similar vein to Tempt with Discovery, Collective Voyage gives the whole table the opportunity to search for as many lands as they can pay for
Thalia, Guardian of Thraben, like Kitchen Finks, is a main-deck card in some decks but also comes in from sideboards to fight against spell-based combo like Storm, while also being helpful against pretty much any deck with a lot of non-creatures
(There is psychological value to countering an opposing spell with a Force Spike since they are so easy to play around, yet it's not worth playing around them in Commander because they aren't heavily played, which makes getting your powerful spell hit by Jwari Disruption especially devastating.) As for the rest of the bunch, Silundi Vision is listed as an often play just because you need to be a reasonably spell-heavy deck for it to work