Precon Upgrade Guide
What to cut, what to add, and how to play the Golgari self-mill and delirium precon from Duskmourn: House of Horror, commanded by Winter, Cynical Opportunist.

Duskmourn: House of Horror
Death Toll
Sacrifice triggers reward careful death-count sequencing. Out of the box, before any upgrades. How we rate precons
Buy Death Toll on TCGplayer →Death Toll is a graveyard deck that gets a free permanent back almost every turn once its graveyard holds four card types. Winter, Cynical Opportunist is a sturdy commander for that job, and the deck has plenty of mill to switch delirium on. Its weak points are a few creatures that do little once they're out, removal that is either slow or hits your own board, and a mana base with more tapped lands than it needs.
TurnZero HQ rates Death Toll 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 Death Toll decklist page, and every other precon we cover is on the precon directory.
Winter, Cynical Opportunist is a 2/5 with deathtouch that mills three cards whenever it attacks, so it can attack early without much risk. Its real ability is delirium. At the beginning of your end step, if your graveyard has four or more card types, you may exile any number of cards from it that include four types, then put one permanent card from among the exiled cards onto the battlefield with a finality counter. A finality counter means that permanent is exiled instead of going to the graveyard if it would go there.
Every turn Winter is out, you pick the best permanent in your graveyard and put it onto the battlefield, paying with other cards as the fuel. The deck's mill engine supplies both. Stitcher's Supplier , Nyx Weaver , Grisly Salvage , Mulch and Deadbridge Chant put cards into the graveyard, and cards with two types like Dryad Arbor , Darkmoss Bridge , Nyx Weaver and Noxious Gearhulk help you reach four types quickly.
Polluted Cistern // Dim Oubliette turns all that milling into damage, since each opponent loses life for each card type among the cards milled. Rendmaw, Creaking Nest adds goaded Birds whenever you play a card with two or more types, which pushes opponents to attack each other.
Winter, Cynical Opportunist ↗
Returns a permanent from your graveyard each end step once delirium is on. A 2/5 deathtouch body also keeps it safe to attack with early.
Polluted Cistern // Dim Oubliette ↗
Two mana to make each opponent lose life for each card type among the cards you mill. The second door mills three and returns a creature to the battlefield.
Deadbridge Chant ↗
Mills ten cards when it enters, which usually turns delirium on by itself, then gives you a random card from the graveyard each upkeep.
Grist, the Hunger Tide ↗
A three-mana planeswalker that makes Insects every turn, mills as it does, and doubles as removal with its minus ability.
Hornet Queen ↗
Five deathtouch fliers in one card. It is one of the best permanents for Winter to put back onto the battlefield.
Noxious Gearhulk ↗
An artifact creature that destroys a creature when it enters. It counts as two card types for delirium and is a strong card for Winter to return.
Several creatures are filler. Ursine Monstrosity has to attack a random opponent each turn, Carrion Grub and Moldgraf Millipede are slow bodies with small upsides, and Skola Grovedancer mostly gains life. None of them are permanents you're happy to see Winter return. The deck wants a few cheaper mill creatures early and a few stronger targets late.
The removal is mixed. Putrefy , Binding the Old Gods and Convert to Slime are good, but Culling Ritual destroys your own rocks and mana creatures, and Arachnogenesis only stops one attack. The mana base runs Jungle Hollow and Temple of the False God when a land that drops a card into your graveyard would do more. See how much removal a Commander deck needs for a count to aim at.
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 →
Winter does nothing at the end step until your graveyard has four card types. Cheap mill creatures get you there by turn four or five and give Winter something to exile as fuel.
What to look for Creatures costing three mana or less that mill or surveil several cards when they enter, ideally while keeping a land for you.
Cut, for example
Skola Grovedancer Gains a life when a land goes to your graveyard and mills one card for three mana. The life matters little and the mill is slow.
Suspicious Bookcase A 0/4 wall whose ability makes a creature unblockable for three mana. Winter's deathtouch already makes attacking safe, so this rarely earns its slot.
Add, for example
Satyr Wayfinder ↗
Two mana to look at four cards, keep a land and put the rest into your graveyard. It fills the yard and fixes your land drops.
Glowspore Shaman ↗
Two mana to mill three cards, and you may put a land from the graveyard on top so you don't miss a land drop.
Underrealm Lich ↗
Every draw becomes look at three, keep one, put two into the graveyard. It mills steadily and improves every draw.
Winter is only as good as the best permanent in your graveyard. A few big creatures with enter-the-battlefield effects turn each end step into a real threat.
What to look for Permanents that do something powerful the moment they enter, so the value is locked in even if they are removed later.
Cut, for example
Ursine Monstrosity A three-mana creature that must attack a random opponent each turn. You lose control over who it hits, and it is a weak card to return.
Carrion Grub A 0/5 that mills four and gets power from the biggest creature in your graveyard. It is a slow body that rarely matters.
Moldgraf Millipede Five mana to mill three and grow from creature cards in your graveyard. Most turns it is a medium creature that does nothing else.
Add, for example
Grave Titan ↗
A 6/6 deathtouch that makes two 2/2 Zombies when it enters and whenever it attacks. Even if it is answered, the Zombies stay.
Massacre Wurm ↗
Gives opposing creatures -2/-2 when it enters, and opponents lose 2 life for each of their creatures that dies. It often wipes out token boards.
Eternal Witness ↗
Returns any card from your graveyard to your hand when it enters. Cheap to cast and a useful card for Winter to bring back.
The deck's two weakest interaction spells either hurt your own board or only delay an attack. Cheap instant-speed removal answers a threat for good.
What to look for Removal costing two or three mana that destroys or exiles a creature or any permanent, preferably at instant speed.
Cut, for example
Culling Ritual Destroys every nonland permanent with mana value 2 or less, including your Signets, Talisman and mana creatures.
Arachnogenesis Makes Spiders and prevents combat damage for one turn. It buys a turn against one attack but answers nothing.
Add, for example
Assassin's Trophy ↗
Two mana at instant speed to destroy any permanent an opponent controls. They get a basic land in return.
Infernal Grasp ↗
Two mana, destroy target creature, lose 2 life. Clean instant-speed removal.
Feed the Swarm ↗
Two mana to destroy a creature or an enchantment an opponent controls. One of black's few answers to enchantments.
A fetch land enters, goes to the graveyard as a land card, and fixes your colors. That is delirium help that costs no spell slot.
What to look for Untapped dual lands, or lands that sacrifice themselves to fetch a basic so a land card ends up in your graveyard.
Cut, for example
Temple of the False God Taps for nothing until you control five lands, which hurts most in the early turns this deck needs to mill.
Jungle Hollow Enters tapped for one life. The deck has enough tapped lands already.
Games are won by a board that keeps rebuilding. Winter, Cynical Opportunist returns Hornet Queen , Grave Titan or Noxious Gearhulk at the end step, Polluted Cistern // Dim Oubliette drains each opponent as you mill, and Demolisher Spawn gives the rest of the attackers +4/+4 once delirium is on. In a long game, Grist, the Hunger Tide can finish things with its ultimate, since every creature card you've milled counts.
A fit for a player comfortable reading their graveyard. You count card types each turn, choose what to exile as fuel and what to bring back, and plan your mill so delirium is on before your end step. That is a moderate amount of tracking, so it suits someone with a few Commander games behind them who likes graveyard decks and wants a commander that gives value every turn.
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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