Precon Upgrade Guide

Adaptive Enchantment Upgrade Guide

What to cut, what to add, and how to play the Bant enchantments precon from Commander 2018, commanded by Estrid, the Masked.

Six Magic cards for the Adaptive Enchantment Commander precon: Hydra Omnivore, Dictate of Kruphix and Phyrexian Rebirth on the left, tagged to cut, and Argothian Enchantress, Kenrith's Transformation and Hinterland Harbor on the right, tagged to add.
The sealed Adaptive Enchantment Commander deck box

Commander 2018

Adaptive Enchantment

Difficulty3/5 · Moderate
Power3/5

A planeswalker commander leaning on Auras, with real payoff once the graveyard fills up. Out of the box, before any upgrades. How we rate precons

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Quick verdict

Adaptive Enchantment is an enchantress deck: most of its cards are enchantments, and several of its creatures draw a card or make a token whenever you cast one. Estrid, the Masked untaps every enchanted permanent, which doubles the mana from land Auras like Wild Growth and Overgrowth , and its Mask tokens protect your creatures. The deck is slowed by a mana base made almost entirely of tapped lands, a handful of creatures that ignore enchantments, and removal that is mostly board wipes.

Colors Bant (green-white-blue)
Commander Estrid, the Masked
Product Commander 2018 deck
Main plan Enchantress: cast enchantments and Auras to draw cards, ramp with land Auras that Estrid untaps, and protect a few big creatures with umbra armor

TurnZero HQ rates Adaptive Enchantment a 3 out of 5 on difficulty and a 3 out of 5 on power, as it comes in the box. That is our editorial read, not an official Wizards rating. The full hundred cards are on the Adaptive Enchantment decklist page, and every other precon we cover is on the precon directory.

How the precon plays

Estrid, the Masked is a four-mana planeswalker that can be your commander. Its +2 untaps each enchanted permanent you control, so a land with Overgrowth on it taps for mana twice in one turn. Its -1 makes a Mask Aura token with umbra armor on another permanent, which saves it from being destroyed once. Its -7 mills seven cards and returns every enchantment card from your graveyard to the battlefield.

The engine is enchantments that draw cards. Enchantress's Presence draws whenever you cast an enchantment, Eidolon of Blossoms draws whenever one enters, and Tuvasa the Sunlit draws on your first enchantment each turn. Herald of the Pantheon makes them cost one less.

The finishers are creatures loaded up with Auras. Sigil of the Empty Throne makes a 4/4 Angel for every enchantment you cast, Ajani's Chosen makes a Cat for every enchantment that enters, and Bruna, Light of Alabaster pulls every Aura in play, in hand and in the graveyard onto itself when it attacks.

What works out of the box

What needs improvement

The mana base is the biggest problem. Apart from Command Tower , Forge of Heroes and the two basic-land fetchers, every nonbasic land enters tapped: three bouncelands, three gainlands, Meandering River , Tranquil Expanse , Woodland Stream , Seaside Citadel , Krosan Verge and Mosswort Bridge . For a three-color deck that wants its two-mana enchantments early, that is a lot of lost tempo. The land and mana base guide covers better options.

A few cards don't help the plan. Hydra Omnivore , Cold-Eyed Selkie and Elderwood Scion are creatures that do nothing with enchantments, and Dictate of Kruphix gives every opponent an extra card each turn. The removal is mostly wipes; spot answers are limited to Bant Charm , Reclamation Sage and Dismantling Blow .

Upgrade ideas

Each upgrade below starts from something the deck does poorly and says what a replacement card has to do. The cards named are examples, not the only answer: if you own something else that does the same job, or a newer printing does it better, it goes in the same slot. Make one change at a time and play a few games between them, so you can tell which change helped. The general method is in how to upgrade a Commander precon →

1. Fix the tapped mana base

Almost every land in the deck enters tapped. Untapped duals let you cast a two-mana enchantress and a one-mana land Aura on the same early turns.

What to look for Dual lands in any two of green, white and blue that usually enter untapped.

Cut, for example

✕

Meandering River Enters tapped and has no other upside. A checkland makes the same colors untapped.

✕

Tranquil Expanse Enters tapped with no upside, like Meandering River.

✕

Woodland Stream Enters tapped with no upside, the third of these plain taplands.

2. Draw more from every enchantment

The deck plays enough enchantments to support several draw engines, but it has only a few. More cheap enchantresses mean every Aura replaces itself.

What to look for Creatures or enchantments costing three or less that draw a card when you cast an enchantment or when one enters.

3. Use enchantments as removal

The deck's answers are mostly board wipes. Removal that is also an enchantment draws a card from your enchantresses and handles one threat without touching your board.

What to look for Cheap Auras that neutralize a creature or any permanent, or one-mana instant removal.

4. Add more land Auras for Estrid to untap

Estrid's +2 untaps every enchanted permanent, including enchanted lands and creatures. More cheap land Auras and enchantment mana creatures turn that into a burst of mana each turn.

What to look for One- or two-mana Auras that make a land tap for extra mana, or enchantment creatures that tap for mana.

Win conditions

The upgraded deck wins with a few large, protected creatures and a stream of tokens. Sigil of the Empty Throne and Ajani's Chosen make a body for each enchantment, umbra Auras and Estrid's Masks keep the key creatures alive, and Winds of Rath clears every unenchanted creature on the opponents' side. Bruna, Light of Alabaster or a creature wearing Octopus Umbra and Epic Proportions usually finishes the game.

Who should buy this precon

A moderate deck for a player who likes building up a board over several turns and drawing lots of cards. The draw triggers are easy to follow, but you have to decide which creature to load with Auras, when to use Estrid's +2 versus its -1, and how to play around removal aimed at your Aura target.

Checked against the printed decklist on October 10, 2026.

Track how the upgrades actually perform.

TurnZero HQ keeps a win rate per deck version, so you can change a few cards, play some games, and see the difference instead of guessing.

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