Precon Upgrade Guide
What to cut, what to add, and how to play the Bant counters precon from Streets of New Capenna, commanded by Perrie, the Pulverizer.

Streets of New Capenna
Bedecked Brokers
Shield counters protect but don't close games fast. Out of the box, before any upgrades. How we rate precons
Buy Bedecked Brokers on TCGplayer →Bedecked Brokers is a counters deck that cares less about how many counters you have than how many different kinds. Perrie, the Pulverizer pumps one attacker by the number of counter kinds among your permanents, and the deck is full of cards that add shield, flying, first strike, double strike and keyword counters on top of the usual +1/+1s. The plan is sound and easy to follow, but the deck plays two board wipes that destroy its own creatures, too many lands that enter tapped, and a few slow cards that don't feed the counter plan.
TurnZero HQ rates Bedecked Brokers a 2 out of 5 on difficulty and a 2 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 Bedecked Brokers decklist page, and every other precon we cover is on the precon directory.
Perrie, the Pulverizer is a four-mana 3/3. When it enters, it puts a shield counter on a target creature, which stops the next time that creature would be dealt damage or destroyed. Whenever Perrie attacks, a target creature you control gains trample and gets +X/+X until end of turn, where X is the number of different kinds of counters among permanents you control. With +1/+1, shield and one keyword counter out, that is already +3/+3 on your best attacker.
Most of the deck exists to raise that number. Crystalline Giant picks up a new keyword counter every turn, Denry Klin, Editor in Chief copies its own counters onto every nontoken creature you cast, Avenging Huntbonder hands out double strike counters, and Slippery Bogbonder adds hexproof counters. Charge counters on Everflowing Chalice and Gavel of the Righteous count too, since Perrie checks every permanent you control.
Proliferate keeps the counters growing once they are down. Evolution Sage proliferates on every land drop, Thrummingbird and Grateful Apparition do it on combat damage, and Brokers Confluence can proliferate three times at instant speed. The deck's draw comes from Fathom Mage , Tezzeret's Gambit , Primal Empathy and Rishkar's Expertise , which works well once Perrie has made one creature very large.
Perrie, the Pulverizer ↗
Every attack gives one creature trample and a bonus equal to the kinds of counters you control, so the deck's odd keyword counters all turn into damage.
Denry Klin, Editor in Chief ↗
Each nontoken creature you cast afterward enters with the same counters Denry has. It spreads counter kinds across the board without any extra mana.
Crystalline Giant ↗
Three mana, and it gains a random keyword counter at the start of each of your combats. It adds a new counter kind to Perrie's count most turns.
Skyboon Evangelist ↗
Puts a +1/+1 counter on up to six other creatures when it enters, then gives any creature with a counter flying when it attacks an opponent.
Brokers Confluence ↗
Five mana at instant speed for any mix of proliferate, phasing out a creature, and countering an activated or triggered ability. Three proliferates can end a game.
Rishkar, Peema Renegade ↗
Puts counters on two creatures, then turns every creature with a counter into a mana source. It ramps the deck and feeds Perrie at once.
Two of the deck's sweepers work against it. Planar Outburst destroys every nonland creature, including yours, and Oblivion Stone destroys every nonland permanent without a fate counter, which takes a long time and a lot of mana to protect your own board from. Damning Verdict is the one wipe that fits, since it spares creatures with counters on them.
The mana base is slow. Three Vivid lands, Seaside Citadel , Temple of Mystery , Littjara Mirrorlake , Llanowar Reborn , Path of Ancestry and Myriad Landscape all enter tapped, and a three-color deck with a four-mana commander feels every one of them. See the land and mana base guide for how to judge a tapped land.
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 →
This deck builds a board of creatures carrying counters, and both Planar Outburst and Oblivion Stone throw that board away. Cheap removal that hits one target keeps your counters on the table.
What to look for Removal costing three mana or less that deals with one creature or permanent and leaves yours alone. Instant speed is a bonus.
Cut, for example
Planar Outburst Destroys all nonland creatures, yours included. In a deck that spends turns building counters, it costs you more than it costs most opponents.
Oblivion Stone Eight mana in total to set up and fire, and it destroys your own nonland permanents unless you spent extra turns putting fate counters on them.
A three-color deck that wants to cast a four-mana commander on curve can't afford this many lands that enter tapped. Untapped dual lands make the early turns smoother.
What to look for Lands that make two of your colors and usually enter untapped, such as check lands that look for a basic land type you already control.
Cut, for example
Vivid Creek Always enters tapped, and it only makes off-color mana twice before it is a plain Island.
Vivid Meadow The same problem as the other Vivid lands: a tapped land with two charges of fixing.
Vivid Grove A tapped Forest with two charges of any color. An untapped dual land does more on the turns that matter.
Add, for example
The deck puts counters on most of its creatures, so a draw spell that counts creatures with counters fills your hand better than a slow artifact does.
What to look for Draw that scales with creatures carrying counters or with creatures entering. It should either draw several cards at once or keep drawing every turn.
Cut, for example
Oracle's Vault Four mana plus two more per use to play the top card this turn, and it needs three uses before it does anything free. Too slow for the payoff.
Hoofprints of the Stag Needs four card draws to make one 4/4 flier, and it costs three more mana to cash in. It adds little to the counter plan.
Add, for example
Inspiring Call ↗
Draws a card for each creature you control with a +1/+1 counter, and those creatures gain indestructible until end of turn. It also answers a destroy-based board wipe.
Guardian Project ↗
Draws a card whenever a nontoken creature enters that doesn't share a name with another creature you control or one in your graveyard. Almost every creature here is a one-of.
Perrie's bonus depends on counter kinds, but the creatures still need real size to win. Cards that add an extra +1/+1 counter every time one is placed turn each support or proliferate into a bigger swing.
What to look for Effects that add extra counters whenever you place them, or that keep counters from being lost when a creature dies. Cheap is better, since they need to be out before the counters start.
Cut, for example
Aven Mimeomancer Its feather counter sets a creature's base size to 3/1, which shrinks most of your own big creatures. It is mainly useful on an opponent's creature.
Wingspan Mentor A flying counter on one non-Human, then a slow pump for fliers only. Skyboon Evangelist already gives the team flying.
Add, for example
Hardened Scales ↗
One mana: each time +1/+1 counters would go on a creature you control, one more goes on. Every support and proliferate gets better.
Conclave Mentor ↗
The same extra-counter effect on a two-mana creature, and it gains you life equal to its power when it dies.
The Ozolith ↗
When a creature with counters leaves the battlefield, its counters move here, and you can put them all on a creature at the start of your combat.
Everything this deck builds lives on its creatures. Apart from Swiftfoot Boots and the odd shield counter, it has little to stop a board wipe from resetting the game.
What to look for Instants that make all your creatures indestructible or hexproof for the turn, cheap enough to hold up while you keep developing.
Cut, for example
Together Forever Two mana for two +1/+1 counters, then one mana per creature to return it to hand if it dies. It protects one creature at a time at best.
The deck wins by attacking with one or two very large creatures. Stack as many counter kinds as you can, attack with Perrie, the Pulverizer , and put the trample bonus on whatever creature already has the most +1/+1 counters, often one that Avenging Huntbonder gave double strike. Gavel of the Righteous and proliferate from Brokers Confluence add the last few points. The upgrades mostly make sure that board is still there on the turn you swing.
A good first counters deck for someone newer to Commander. Each turn asks for simple decisions (which creature gets the counter, which one gets Perrie's bonus), and the threat is easy to read. It is lower powered than most precons out of the box, so expect to make the mana and removal changes above before it keeps up with tuned decks.
Checked against the printed decklist on October 10, 2026.
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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