Precon Upgrade Guide
What to cut, what to add, and how to play the Jeskai convoke precon from March of the Machine, commanded by Kasla, the Broken Halo.

March of the Machine
Divine Convocation
Convoke tokens: simple to pilot. Out of the box, before any upgrades. How we rate precons
Buy Divine Convocation on TCGplayer →Divine Convocation is a go-wide token deck that pays for its spells with its creatures. Kasla, the Broken Halo has convoke itself and draws a card every time you cast another convoke spell, so a board of 1/1s becomes both mana and card advantage. The deck has plenty of token makers and convoke spells, but its mana is slow, its anthem effects are thin, and it has few ways to keep a wide board alive through a sweeper.
TurnZero HQ rates Divine Convocation 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 Divine Convocation decklist page, and every other precon we cover is on the precon directory.
Kasla, the Broken Halo is a six-mana 5/4 with flying, vigilance and haste, and it has convoke, so each creature you tap while casting it pays for one generic mana or one mana of its color. With four tokens out, Kasla often costs two real mana. Once it is on the battlefield, every other spell you cast with convoke lets you scry 2 and then draw a card.
The deck fills the board first. Secure the Wastes , Battle Screech , Migratory Route and Path of the Ghosthunter make several bodies at once, and Kykar, Wind's Fury makes a flying Spirit every time you cast a noncreature spell. Saint Traft and Rem Karolus makes a token each time it becomes tapped and untaps whenever you cast a convoke spell, so tapping it for convoke turns into more tokens.
Those creatures then pay for the deck's convoke cards: removal like Conclave Tribunal , Stoke the Flames and Shatter the Source , draw like Meeting of Minds , and finishers like Seraph of the Masses . Each of those also draws a card off Kasla, so the deck can cast several spells in one turn and still refill its hand.
Kasla, the Broken Halo ↗
Cheap to cast with a few tokens out, and it scries 2 and draws a card each time you cast another convoke spell.
Saint Traft and Rem Karolus ↗
Makes a 1/1, then a flying 1/1, then a 4/4 Angel as it becomes tapped during a turn, and it untaps whenever you cast a convoke spell.
Kykar, Wind's Fury ↗
Makes a flying Spirit whenever you cast a noncreature spell, and sacrifices Spirits for red mana when you need it.
Whirlwind of Thought ↗
Draws a card for every noncreature spell you cast. Most of the deck's convoke spells qualify.
Seraph of the Masses ↗
A flier whose power and toughness equal your creature count, and the creatures it counts also help pay for it.
Conclave Tribunal ↗
Exiles any nonland permanent an opponent controls, and convoke often makes it cost one or two real mana.
The mana base slows the deck down. Three Temples and Mystic Monastery enter tapped, and Ichor Elixir and Fractured Powerstone add only colorless mana while carrying planar dice text that never matters in a normal game. A token deck wants its two- and three-drops down on curve so the board is wide before Kasla arrives.
Tokens are easy to wipe and easy to block. The deck has few effects that make all its tokens bigger, so a board of 1/1s struggles to attack into a single large blocker, and only Ephemeral Shields protects anything from removal. One board wipe resets the whole plan, so see how many board wipes a Commander deck should expect and plan around them.
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 →
Three colors and a lot of tapped lands make the early turns awkward. Two-mana rocks that make your colors and duals that come in untapped help the deck reach its token makers on time.
What to look for Rocks costing two mana or less that produce two of your colors, and dual lands that usually enter untapped.
Cut, for example
Ichor Elixir Four mana for two colorless. The planar dice text only works in Planechase, and Kasla does not need colorless mana.
Fractured Powerstone A two-mana rock that only makes colorless mana. A Talisman does the same job and fixes colors.
Temple of Epiphany Always enters tapped. The scry 1 does not make up for a slow turn in a three-color deck.
Convoke only works if creatures are already on the battlefield. Cheap repeatable token makers give you fodder on turns two and three and keep making more while you cast your convoke spells.
What to look for Cards costing three mana or less that make a creature token right away or every time you cast a noncreature spell.
Cut, for example
Flight of Equenauts Eight mana for a 4/5 flier. Convoke helps, but almost any other convoke spell does more for the same creatures.
Deluxe Dragster A vehicle that needs crew 2 and casts spells from opponents' graveyards. It ties up tokens that should be attacking or convoking.
Add, for example
Raise the Alarm ↗
Two mana at instant speed for two 1/1 Soldiers. Cast it at the end of an opponent's turn and convoke with them on yours.
Monastery Mentor ↗
Makes a 1/1 Monk with prowess every time you cast a noncreature spell, which most of this deck's convoke cards are.
Young Pyromancer ↗
Two mana, and it makes a 1/1 Elemental every time you cast an instant or sorcery.
The deck's whole engine is a wide board, so one wrath costs it both its attackers and its mana. A protection spell that convoke helps pay for keeps it running.
What to look for Instants that protect all your creatures from destroy effects or from everything, preferably with convoke so they also draw off Kasla.
Cut, for example
Chant of Vitu-Ghazi Eight mana with convoke to prevent combat damage for a turn. It buys time against one attack and does nothing against a wrath.
Add, for example
A pile of 1/1s does little in combat against a table with real blockers. Anthems and token doublers turn the same board into a lethal attack.
What to look for Enchantments or creatures that pump every token, double the tokens you make, or put counters on the team.
Cut, for example
Goblin Medics A three-mana 1/1 that pings for 1 when it becomes tapped. It is a weak token engine compared with the deck's other three-drops.
Angel of Finality A four-mana flier whose graveyard exile is a one-time effect. It does nothing for the token plan.
Add, for example
Intangible Virtue ↗
Two mana: creature tokens you control get +1/+1 and vigilance, so they can attack and still convoke afterward.
Anointed Procession ↗
Doubles every token you create. Secure the Wastes and Battle Screech make twice as many bodies.
Cathars' Crusade ↗
Puts a +1/+1 counter on each of your creatures every time a creature enters. A single token spell grows the whole board several times.
The upgraded deck still wins by going wide. Fill the board with tokens, cast Kasla, the Broken Halo for very little, and chain convoke spells to draw cards and clear blockers. Intangible Virtue or Cathars' Crusade makes the tokens real attackers, Seraph of the Masses grows with the board, and Saint Traft and Rem Karolus keeps adding bodies, including a 4/4 Angel on a turn where it is tapped three times.
A friendly deck for a newer player who likes making lots of creatures. Convoke is simple once you see it (tap a creature, pay one mana), and the deck tells you what to do each turn: make tokens, then cast something big with them. Counting which creatures to tap and which to keep back for blocks is the main skill it teaches, and the upgrades above add protection without making it harder to pilot.
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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