Precon Upgrade Guide

Buckle Up Upgrade Guide

What to cut, what to add, and how to play the Azorius Vehicles precon from Kamigawa: Neon Dynasty, commanded by Kotori, Pilot Prodigy.

Six Magic cards for the Buckle Up Commander precon: Cataclysmic Gearhulk, Organic Extinction and Jace, Architect of Thought on the left, tagged to cut, and Reckoner Bankbuster, The Indomitable and Gearshift Ace on the right, tagged to add.
The sealed Buckle Up Commander deck box

Kamigawa: Neon Dynasty

Buckle Up

Difficulty3/5 · Moderate
Power3/5

Reconfigure timing rewards gearing up before combat. Out of the box, before any upgrades. How we rate precons

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Quick verdict

Buckle Up is a Vehicles deck that solves the usual Vehicles problem. Kotori, Pilot Prodigy gives every Vehicle you control crew 2, so a 2/1 can crew Parhelion II or Shorikai, Genesis Engine . That turns the deck's expensive-to-crew Vehicles into real threats early. The weak points are a pair of mass removal spells that hurt you badly, few ways to protect a board of artifacts, and a handful of cards that don't help you crew or attack.

Colors Azorius (white-blue)
Commander Kotori, Pilot Prodigy
Product Kamigawa: Neon Dynasty Commander deck (2022)
Main plan Vehicles: give every Vehicle crew 2, crew big Vehicles with small creatures, and attack with lifelink and vigilance

TurnZero HQ rates Buckle Up 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 Buckle Up decklist page, and every other precon we cover is on the precon directory.

How the precon plays

Kotori, Pilot Prodigy does two things. Every Vehicle you control has crew 2 in addition to its printed crew cost, so any creature or pair of creatures with total power 2 can turn it on. At the beginning of combat on your turn, one artifact creature you control gains lifelink and vigilance until end of turn, which usually means your biggest crewed Vehicle attacks, gains you life, and stays untapped to block.

The deck has Vehicles at every size. Smuggler's Copter and Mobilizer Mech come down early, Skysovereign, Consul Flagship and Surgehacker Mech deal damage to creatures when they arrive, and Parhelion II attacks with two 4/4 Angels in tow. Colossal Plow normally needs crew 6, but with Kotori it costs two power to crew like everything else.

Support comes from creatures that make crew bodies and draw cards. Prodigy's Prototype and Shorikai, Genesis Engine make Pilot tokens that crew as if they had 3 power, Aeronaut Admiral gives Vehicles flying, and Thopter Spy Network and Research Thief draw cards when artifact creatures connect.

What works out of the box

What needs improvement

Two removal spells punish you more than your opponents. Cataclysmic Gearhulk makes every player keep one artifact and one creature and sacrifice the rest, which wrecks a deck made of artifacts. Organic Extinction costs ten before improvise and destroys every nonartifact creature, including Kotori and most of the crew you need to turn Vehicles on.

The deck has little protection against an artifact wipe or a board wipe, and a Vehicles deck has many eggs in one basket. It also carries a few cards that don't fit the crew plan, like Jace, Architect of Thought , Armed and Armored (whose Equipment half needs a Dwarf), and Release to Memory .

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. Add more cheap crew

With Kotori out, any creature with 2 power crews any Vehicle. Every cheap creature you add is another Vehicle turned on each turn.

What to look for Two-mana creatures with 2 or more power, ideally ones that do something extra when they crew or when they enter.

Cut, for example

✕

Release to Memory Exiles one opponent's graveyard and makes Spirits for the creatures in it. How much it does depends entirely on what that player has lost.

✕

Mirage Mirror Costs {2} every turn to copy something until end of turn. Slow, and it isn't a creature or a Vehicle on its own.

2. Protect the artifacts instead of wiping them

The box's mass removal hurts this deck most of all. Protection that keeps your own board alive does more for a Vehicles deck than a wipe ever will.

What to look for Instants that save your whole board from a wipe, or counterspells that stop one. Cards that protect noncreature artifacts too are the most useful, since an uncrewed Vehicle isn't a creature.

Cut, for example

✕

Cataclysmic Gearhulk Each player keeps one artifact, one creature, one enchantment and one planeswalker. In an artifact deck you lose far more than anyone else.

✕

Organic Extinction Ten mana before improvise to destroy every nonartifact creature, including Kotori and your crew. It strands your Vehicles.

✕

Swift Reconfiguration Turns a creature into a Vehicle with crew 5. As removal it is soft, because the owner can still crew it with 5 power, and the deck has better uses for a slot.

3. Get cards from your Vehicles

The deck runs out of gas once its Vehicles are down. Vehicles that draw cards or replace themselves keep the hand full without spending slots on off-plan cards.

What to look for Vehicles or artifacts that draw cards on their own or when your creatures connect, ideally for four mana or less.

4. Tighten the mana base

Two-color decks still feel a land that needs extra mana or enters tapped. A land that also helps cast or animate Vehicles fits better.

What to look for White-blue lands that usually enter untapped, or utility lands that help Vehicles.

Win conditions

The deck wins with large Vehicles in the air. Crew Parhelion II , Skysovereign, Consul Flagship or Shorikai, Genesis Engine with a single small creature thanks to Kotori, Pilot Prodigy , give the biggest one lifelink and vigilance, and attack. Aeronaut Admiral gives every Vehicle flying for a fast finish. The upgrades add more crew, keep cards coming, and protect the board instead of wiping it.

Who should buy this precon

A good pick for a player who has a few games behind them and wants something different from a plain creature deck. Vehicles add one step each turn (deciding who crews what), and Kotori makes that step easy, so the deck is approachable. It plays at a steady middle power level and is fun to upgrade with any new Vehicle that comes out.

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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