Precon Upgrade Guide
What to cut, what to add, and how to play the Naya tokens and goad precon from Streets of New Capenna, commanded by Kitt Kanto, Mayhem Diva.

Streets of New Capenna
Cabaretti Cacophony
Go wide: straightforward. Out of the box, before any upgrades. How we rate precons
Buy Cabaretti Cacophony on TCGplayer →Cabaretti Cacophony is a tokens deck that also makes your opponents fight each other. Kitt Kanto, Mayhem Diva lets you tap two of your creatures at the start of any player's combat to pump and goad one of that player's creatures, so your spare tokens turn into control over who attacks whom. The deck makes plenty of tokens, but it plays a few cards that work against a wide board, too many tapped lands, and almost nothing that doubles its token output.
TurnZero HQ rates Cabaretti Cacophony a 2 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 Cabaretti Cacophony decklist page, and every other precon we cover is on the precon directory.
Kitt Kanto, Mayhem Diva is a four-mana 3/3 that makes a 1/1 Citizen when it enters. At the beginning of combat on each player's turn, you may tap two untapped creatures you control. When you do, a target creature that player controls gets +2/+2 and trample until end of turn and is goaded, so it has to attack someone other than you. On your own turn, the same ability makes one of your attackers bigger.
The rest of the deck keeps the board wide enough to pay that cost every turn. Assemble the Legion makes more Soldiers each upkeep, Phabine, Boss's Confidant gives your tokens haste, Grand Crescendo makes Citizens at instant speed and makes the team indestructible, and Prosperous Partnership turns three tapped creatures into a Treasure.
Alliance creatures pay off the tokens as they arrive. Rose Room Treasurer makes Treasure for the first two creatures that enter each turn and deals damage after that, Boss's Chauffeur grows with each one, and Rumor Gatherer scries and draws.
Kitt Kanto, Mayhem Diva ↗
Taps two of your spare creatures on every player's turn to goad a creature into attacking someone else. It gives a token deck a way to control combat.
Phabine, Boss's Confidant ↗
Your creature tokens have haste, and its parley trigger makes Citizens or pumps the team every combat while everyone draws a card.
Assemble the Legion ↗
Makes one more hasty Soldier every upkeep than the last. Left alone for a few turns, it wins the game by itself.
Grand Crescendo ↗
Creates X Citizens at instant speed and gives your creatures indestructible until end of turn, which also answers a destroy-based wipe.
Rose Room Treasurer ↗
Makes Treasure for the first two creatures that enter each turn, then deals damage to any target for each creature after that.
Some cards cut against a wide board. False Floor makes every creature enter tapped, including your hasty tokens, and Fell the Mighty destroys every creature bigger than the one you target, which usually takes out your commander and your best creatures. Sylvan Offering and Magus of the Wheel give opponents as much as they give you.
Eight lands enter tapped: three Thriving lands, Jungle Shrine , Temple of Triumph , Windbrisk Heights , Path of Ancestry and Myriad Landscape . A four-mana three-color commander wants its colors untapped on turn four.
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 →
Your board is many small creatures. Removal that also locks down or destroys your own creatures undoes the deck's work.
What to look for Removal costing three mana or less that hits one target and leaves your creatures alone. Instant speed helps, since you often tap creatures on other players' turns.
Cut, for example
False Floor Makes every creature enter tapped, which turns off your haste tokens. Its exile mode hits your own untapped creatures too.
Fell the Mighty Destroys all creatures with power greater than the target's. In this deck that usually includes Kitt and your best attackers.
A deck that wants Kitt on turn four and a token maker on turn five loses tempo with every tapped land.
What to look for Dual lands in two of your colors that usually enter untapped, such as check lands that look for a basic land type you already control.
Cut, for example
Thriving Bluff Always enters tapped. An untapped dual gives the same fixing without the lost turn.
Thriving Grove Another land that always enters tapped.
Thriving Heath The same problem as the other Thriving lands.
Almost every card in the deck makes tokens, so a card that doubles all of them is worth more here than another single token maker.
What to look for Permanents that increase how many tokens each effect creates. They should cost four mana or less so they arrive before the token makers.
Cut, for example
Sandwurm Convergence Eight mana for a 5/5 Wurm each end step. It arrives too late to change most games.
Magus of the Wheel Makes every player discard and draw seven. It refills opponents as much as it refills you.
A board of 1/1s dies to almost every sweeper. Grand Crescendo and Boros Charm help, but two answers isn't enough for a deck built this wide.
What to look for Instants that make all your permanents or creatures indestructible, cheap or free so you can hold them up.
Cut, for example
Sylvan Offering Makes tokens for you and an opponent alike. You're paying mana to grow someone else's board.
The deck wins by building a wide board and attacking with all of it on one turn. Intangible Virtue , Cabaretti Charm and Beastmaster Ascension make the tokens large, and Kitt's goad keeps the strongest enemy creatures busy attacking other players first. Assemble the Legion wins a long game on its own. The upgrades make the tokens arrive faster and survive longer.
An easy deck to start with for someone who likes going wide. The main choice each turn is which two creatures to tap for Kitt and which opposing creature to goad, which teaches you to read the table. It plays at about the power of a typical precon and gets stronger quickly with the token doublers above.
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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