The card can also quest for two lore, but we have a feeling that's lower down the priority list than 'wreak havoc'
In fact, until very recently with the release of cards like Thieving Amalgam, Agent of Treachery and Brainstealer Dragon there werent many cards that even rewarded you for doing the thing your deck is built around (a hallmark of powerful strategies)
This leaves us with a basic plan of casting our creatures on Turns 1 and 2, milling perhaps 12 cards, bouncing everything on Turn 4, replaying our creatures to mill another chunk of cards on Turn 5, bouncing everything again on Turn 6, replaying our creatures for even more milling on Turn 7, and then winning with our big mill finish on Turn 8
The 0/4 body is solid, too, providing a bit of a roadblock in the early game
Even if High Noon remains relevant in Standard until the end of 2026, it doesnt have a hugely bright future
Here, you get a faction commander that does everything you want from a typal commander: It reduces mana for your spells and gives +1/+1 to creatures