How to Upgrade a Commander Precon Without Rebuilding the Whole Deck
By MTG Master EditorialPublished Updated 14 min read
Commander precons have improved a lot over the years. Some of the newer ones are actually pretty good straight out of the box, and you can easily have fun with them without changing a single card.
But after playing a few games, you'll probably start noticing things. Maybe the deck feels a little slow. Maybe you're always running out of cards, or you have plenty of mana but nothing interesting to cast. Sometimes you'll draw a card and wonder why it's even in the deck.
That's usually when I start thinking about upgrades.
The good news is that you don't need to replace 30 or 40 cards, spend hundreds of euros, or completely change how the deck works. In many cases, 10 well-chosen changes can make a surprisingly big difference.
And personally, I think upgrading a precon is one of the most enjoyable parts of Commander. You already have a functioning deck, and you get to gradually make it your own.
Play the Precon Before Changing Everything
I know it's tempting to look up upgrade lists the moment you buy a precon. I've done it too.
But I'd recommend playing at least a couple of games with the original deck first.
You might discover that a card you thought was terrible actually works very well with the commander. Or that the deck has a secondary strategy you hadn't noticed. Sometimes a card looks completely underwhelming until you see how it interacts with the rest of the deck.
More importantly, playing the deck helps you identify its actual problems.
Pay attention to a few things:
Are you consistently missing land drops?
Do you have enough mana to cast your important spells?
Are you running out of cards too quickly?
Do you struggle to remove opposing threats?
Can you recover after a board wipe?
Do you have ways to actually finish a game?
You don't need to track everything or turn your casual games into a statistical experiment. Just notice what keeps going wrong.
One bad game doesn't mean the deck needs fixing. But if the same problem happens repeatedly, that's probably where you should start.
Decide What You Want the Deck to Do
This is probably the most important part of upgrading any Commander deck.
Before adding cards, decide what you actually want from it.
Most precons have a main strategy, but they often include secondary themes, a few interesting cards that don't quite fit, and sometimes an alternative commander that takes the deck in a different direction.
There's nothing wrong with that. Precons are designed to be playable and interesting, not necessarily perfectly optimized around one specific plan.
But when upgrading, I prefer to make the main strategy a little more consistent.
For example, if you have a token deck, do you want to create as many creatures as possible? Make a smaller number of huge tokens? Sacrifice tokens for value? Win through combat?
All of those approaches can work, but the cards you choose will be different.
The same happens with graveyard decks, +1/+1 counter decks, enchantments, artifacts, or pretty much any other Commander strategy.
And don't forget that your commander doesn't need to dictate every single card in your deck.
I like having a few cards just because I enjoy playing them, even if they aren't the mathematically best options. Commander is a game, after all.
The objective is to improve the deck you want to play, not replace it with somebody else's idea of the perfect list.
What Cards Should You Cut First?
For me, cutting cards is usually harder than finding new ones.
It's very easy to discover 20 interesting cards that could improve your deck. The difficult part is deciding which 20 cards have to leave.
When I start upgrading a precon, I normally look for a few types of cards.
Cards That Don't Really Support Your Strategy
These are usually my first candidates.
Maybe your deck focuses on creating tokens, but it includes a few creatures that are simply large bodies with no real synergy.
They aren't necessarily bad cards. They just aren't contributing much to what you're trying to accomplish.
A card doesn't have to mention your commander's mechanic to be useful, but it should have a reason to be there.
Expensive Cards That Don't Do Enough
I don't think every Commander deck needs an extremely low mana curve. I enjoy playing big, powerful spells too.
But if you're spending seven mana on something that barely changes the game, you should probably question that slot.
At that stage of the game, I'd rather play something that gives me a real advantage, helps me recover, or puts pressure on my opponents.
The problem isn't that a card costs seven mana. The problem is paying seven mana and getting very little in return.
Cards That Only Work When Everything Is Going Well
These can be tricky.
Some cards look fantastic when you already have a big board, plenty of mana, and your main engine running.
But what happens when you're behind?
I always like having cards that can help me recover, not just cards that make a good position even better.
That doesn't mean you should remove every situational card. Synergy is important, and some powerful effects naturally need setup.
Just be careful about filling your deck with cards that do nothing until everything else is working.
Cards That Have Been Disappointing Repeatedly
Sometimes the simplest reason is enough.
If you've played five or six games and a particular card has been useless almost every time you draw it, maybe it doesn't deserve its slot.
Of course, some cards are intended for specific situations. Graveyard hate, protection, or certain removal spells might sit in your hand for a while, and that's perfectly fine.
I'm talking about cards that consistently fail to contribute to your strategy.
Don't keep a card just because it was included in the original precon.
Fix the Mana Before Buying Expensive Cards
This is one of the first things I'd check in almost any precon.
And I'm not talking about replacing all your lands with expensive fetch lands or shock lands.
A good mana base doesn't need to cost a fortune.
What matters is being able to cast your spells when you need them.
If your deck regularly misses land drops, struggles to find the right colors, or has too many lands entering tapped at the wrong moment, improving the mana base can make a noticeable difference.
I'd look at:
Land count: Are you consistently making your land drops?
Color fixing: Can you reliably produce the colors your spells require?
Tapped lands: Are too many of them slowing down your early turns?
Ramp: Can you get ahead on mana without relying entirely on your commander?
Mana curve: Are you running too many expensive spells for the amount of ramp you have?
There isn't a perfect number of lands or ramp cards that works for every deck.
A low-curve deck with plenty of cheap acceleration has different requirements from a deck that wants to cast seven- and eight-mana creatures.
As a starting point, I normally like looking somewhere around 35–38 lands for a typical precon-style Commander deck, then adjusting based on its curve, ramp, and strategy. Some decks will want more, others less.
Cheap upgrades can be surprisingly effective here.
Cards such as Nature's Lore, Farseek, Arcane Signet, or Fellwar Stone can be useful depending on your colors and what the deck already includes.
And don't underestimate basic lands. Sometimes replacing a few slow lands with basics is a perfectly reasonable upgrade.
You can spend €50 on a powerful creature, but if your deck can't consistently produce the mana to cast it, that creature isn't solving your problem.
Card Draw Is Often More Important Than Another Big Threat
This is something I see quite often when looking at Commander decks.
There's a temptation to keep adding powerful creatures, flashy enchantments, or expensive finishers.
But if you don't have enough ways to draw cards, you'll eventually run out of things to do.
And having six lands in play with an empty hand isn't particularly exciting.
When upgrading a precon, I like checking whether the deck has reliable sources of card advantage.
Ideally, some of those cards should work naturally with the strategy.
A creature deck might benefit from drawing cards when creatures enter or deal combat damage. An enchantment deck might prefer effects that reward casting enchantments. A sacrifice deck can generate cards from creatures dying.
I usually prefer those kinds of effects over adding generic draw spells everywhere.
But there's a balance.
You don't want every source of card draw to depend on your commander staying in play. If your commander gets removed three times, you still need a functioning deck.
Also, card draw doesn't always mean literally drawing three cards. Recursion, impulse draw, and other forms of card advantage can help keep your deck moving.
The important thing is being able to continue playing Magic after your initial hand is gone.
Don't Forget Removal and Protection
I understand why people sometimes skip interaction when upgrading a precon.
Removing a creature isn't as exciting as playing a huge dragon or creating 20 tokens.
But Commander is a multiplayer game, and your opponents are also trying to win.
If your deck has no way to answer dangerous permanents, you're going to have difficult games regardless of how strong your own strategy is.
I like having a reasonable mix of targeted removal, a few ways to deal with problematic board states, and protection for my important pieces.
The exact mix depends on the deck and its colors.
Not every deck needs lots of board wipes. A creature-heavy strategy might actually suffer more from repeatedly clearing the battlefield.
And not every deck needs to counter spells.
But you should at least think about what happens when an opponent plays something that completely shuts down your strategy.
Can you remove it? Play around it? Protect your board?
If the answer is always no, that's an area worth improving.
One other thing: interaction doesn't have to be expensive.
There are plenty of useful budget removal spells. I'd rather have a few efficient answers than one expensive card that only helps when I'm already winning.
Make Sure You Can Actually Win
This sounds obvious, but it's surprisingly easy to overlook.
You can build a deck that draws lots of cards, produces a ton of mana, creates value every turn, and still struggles to finish a game.
Sometimes that's fine. Not every deck needs to win quickly.
But eventually, you need a way to convert all that advantage into a victory.
For a token deck, that might be a big combat attack. For an aristocrats deck, it could be repeated life loss from creatures dying. An enchantment deck might win by building a board that's difficult to stop, or through a particular payoff.
I like having a few realistic ways to close a game rather than relying on drawing one specific card.
That doesn't mean every deck needs infinite combos.
In fact, if your precon is intended for casual Commander, adding a fast two-card combo might completely change the kind of games it plays.
And maybe you don't want that.
I personally enjoy decks that can become powerful while still keeping their original flavor and strategy.
If you want to make a precon stronger, improve its ability to execute the plan you enjoy. Don't feel obliged to turn it into a combo deck just because that's one of the easiest ways to increase its power.
How Much Should You Spend on Upgrades?
You really don't need a huge budget.
The budgets below are approximate. Card prices vary by country, marketplace, and printing, so treat these amounts as spending guidelines rather than exact limits.
Actually, I think starting with a limited budget makes upgrading more interesting because you're forced to identify which changes will have the biggest impact.
Here's roughly how I'd approach it.
With $25 / €25: Fix the Most Obvious Problems
At this budget, I'd focus on cheap cards that improve consistency.
Maybe replace a few underperforming spells, add better removal, improve ramp, or introduce another reliable source of card draw.
You probably won't transform the deck, but you can make it noticeably smoother.
And that's already a good result.
With $50 / €50: Improve the Core Strategy
With a little more money, you have room to make more meaningful changes.
This is where I'd start adding cards that work particularly well with the commander or strengthen the deck's main engine.
I'd still prioritize consistency over expensive individual cards.
A €10 card isn't necessarily five times better than a €2 card.
With $100 / €100: Start Making Bigger Changes
At this point, you can probably address most of the obvious weaknesses and introduce some stronger payoffs.
But I'd be careful.
It's surprisingly easy to spend €100 upgrading a precon and end up with a deck that isn't much more enjoyable than the original.
Before buying something expensive, ask yourself whether it solves an actual problem.
Personally, I'd rather make ten useful upgrades than spend the entire budget on one powerful card.
My Approach: Start With 10 Changes
If I had to recommend one way to start, it would be this.
Choose 10 cards you want to remove, and find 10 replacements that address the problems you've identified.
Not 30. Not half the deck.
Just 10.
For a typical precon, those might include a couple of mana improvements, some additional card advantage, better interaction, and a few stronger synergy pieces.
But I wouldn't force a fixed distribution. If the deck already has plenty of removal but almost no card draw, I'd prioritize the draw.
After making those changes, play a few games again.
Did the deck feel better? Were you able to cast your spells more consistently? Did your new cards actually contribute?
If the answer is yes, great.
If something still isn't working, make a few more changes.
I prefer this gradual approach because you can actually see what each upgrade accomplishes.
If you replace 40 cards at once, it's much harder to understand which changes helped and which ones didn't.
And at some point, you're no longer really upgrading a precon. You're building an entirely different deck.
Which is perfectly fine, of course, but that's a different project.
Check the Commander Bracket You're Aiming For
One thing worth considering is the power level of the games you normally play.
Not every upgrade moves a deck into a higher Commander bracket. A more consistent mana base, better card draw, or a stronger removal package doesn't automatically mean you're building a high-power deck.
But some changes can have a much bigger impact.
Adding powerful tutors, fast mana, highly efficient combos, or cards classified as Game Changers can affect where your deck fits under the Commander bracket system.
If you're upgrading a precon to play with friends who enjoy relaxed games, there's probably no reason to optimize it as if you're preparing for a competitive tournament.
On the other hand, if your regular group plays stronger decks, you might want to improve speed, interaction, resilience, and your ability to finish games.
I think the important thing is knowing what kind of experience you want.
There's nothing wrong with a powerful deck, and there's nothing wrong with keeping a precon relatively casual.
Problems usually appear when everybody at the table expects a different kind of game.
If you're unsure how the changes affect your deck, you can check its Commander bracket and compare it with the kinds of decks you normally face.
Test Your Upgrades Before Spending More Money
This is where having a digital version of your deck becomes really useful.
Instead of buying 15 cards immediately, you can make a copy of your precon, apply the upgrades, and look at how the deck changes.
In MTG Master, you can browse Commander precons, work with decklists, and use the deck analysis tools to identify potential weaknesses.
For example, you can compare the mana profile, check your ramp and interaction, look at detected combos, and see how your deck performs across areas such as speed, consistency, resilience, interaction, and synergy.
I wouldn't treat any analysis score as an absolute truth. A deck can look good on paper and still not play the way you enjoy.
But it can help identify things you might have missed.
Maybe your upgrades increased the average mana value too much. Maybe you removed several important draw effects without realizing it. Or perhaps the cards you've added don't really support your main strategy.
The opening-hand simulator is useful here too. Try a few hands and see whether the updated deck can reliably make its early plays.
It's not a replacement for playing real games, but it can help you avoid spending money on changes that don't improve the deck.
And once you've tested the list, you can decide which cards are actually worth buying.
Try your first ten upgrades
Review your precon’s mana, interaction and game plan before deciding which changes are worth buying.
Don't Lose What Made You Like the Precon
I wanted to finish with this because I think it's easy to forget.
You probably bought that precon for a reason.
Maybe you liked the commander, the artwork, the tribe, or the way the deck was supposed to play.
When you start looking at upgrade recommendations online, you'll often see the same powerful staples appearing again and again.
And yes, many of those cards are good.
But if you replace every interesting card with the most efficient alternative, you can end up losing the personality that attracted you to the deck in the first place.
I don't think Commander decks need to be perfectly optimized to be good decks.
I have no problem keeping a card because I like its artwork, its flavor, or the way it interacts with the rest of my deck. Even if there's technically a stronger option.
The best upgrades are the ones that make your deck work better while still feeling like your deck.
So start small, fix what isn't working, play some games, and keep improving it.
And if you're still having fun with the original 100 cards?
There's absolutely nothing wrong with leaving the precon exactly as it is.