Precon Upgrade Guide
What to cut, what to add, and how to play the Golgari Elves precon from Kaldheim, commanded by Lathril, Blade of the Elves.

Kaldheim
Elven Empire
Go wide, tap Lathril to drain. Out of the box, before any upgrades. How we rate precons
Buy Elven Empire on TCGplayer →Elven Empire is a classic Elves deck: cheap creatures that make mana, lords that pump the tribe, and a commander that turns a wide board into a win. Lathril, Blade of the Elves makes Elf tokens when it connects and can drain each opponent for 10 by tapping ten Elves. The box has good mana Elves and lords. It is slowed by a mana base where most nonbasic lands enter tapped, a few clunky top-end and support cards, and nothing that protects the board from a wipe.
TurnZero HQ rates Elven Empire 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 Elven Empire decklist page, and every other precon we cover is on the precon directory.
Lathril, Blade of the Elves is a four-mana 2/3 with menace. Whenever it deals combat damage to a player, you create that many 1/1 green Elf Warrior tokens. Its second ability is the win condition: tap Lathril and ten untapped Elves you control, and each opponent loses 10 life while you gain 10.
The early turns are about mana Elves. Elvish Mystic , Elvish Archdruid , Llanowar Tribe , Marwyn, the Nurturer and Wirewood Channeler get you to Lathril quickly and then pay for several creatures a turn. Beast Whisperer and Masked Admirers draw cards as you cast them.
From there the deck goes wide. Imperious Perfect , Lys Alana Huntmaster , Elvish Promenade and Elven Ambush make tokens, and Dwynen, Gilt-Leaf Daen , Canopy Tactician and the other lords make every token a real attacker. Once ten Elves are out, Lathril's drain takes a big chunk out of the whole table at once.
Lathril, Blade of the Elves ↗
Makes Elf tokens on combat damage, and taps ten Elves to drain each opponent for 10. Each activation takes a quarter of every opponent's starting life at once.
Elvish Archdruid ↗
A three-mana lord that taps for one green per Elf you control. By turn four it can pay for two or three more Elves.
Beast Whisperer ↗
Draws a card every time you cast a creature spell. In a deck of almost all creatures, it keeps your hand full.
Imperious Perfect ↗
A lord that also makes a 1/1 Elf Warrior each turn for one mana. It helps you reach ten Elves for Lathril.
Elvish Promenade ↗
Makes an Elf Warrior for each Elf you control. With five Elves out, it doubles your board for four mana.
Pact of the Serpent ↗
Name Elf and you draw a card for each Elf you control. It is a large refill for three mana in this deck.
Most of the nonbasic lands enter tapped. Foul Orchard , Golgari Guildgate , Jungle Hollow , Golgari Rot Farm , Skemfar Elderhall , Myriad Landscape and Path of Ancestry all cost you tempo, and an Elves deck needs a one-mana Elf on turn one to work at full speed.
The deck also has nothing that protects the board. It spends many turns building toward ten Elves, and one wipe resets that progress. A few cards like End-Raze Forerunners and Crown of Skemfar take slots that cheaper Elves would use better. See how many board wipes a Commander deck needs to see how often you should expect one.
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 →
Elves wins by deploying several cheap creatures early. A tapped land on turn one or two means a mana Elf comes down a turn late, and every later play is delayed with it.
What to look for Black-green lands that enter untapped: painlands, checklands or shocklands. A land with the Forest type can also be fetched by Wood Elves .
Cut, for example
Foul Orchard A black-green land that always enters tapped, with no other benefit.
Golgari Guildgate Another tapped black-green dual. Its Gate type does nothing in this deck.
Jungle Hollow Enters tapped for 1 life. The life rarely matters, and the lost tempo does.
Add, for example
Llanowar Wastes ↗
The black-green painland. Always enters untapped.
Woodland Cemetery ↗
Enters untapped if you control a Swamp or a Forest, which is almost always true here.
Overgrown Tomb ↗
A Swamp Forest that can enter untapped for 2 life. Wood Elves and Binding the Old Gods can put it onto the battlefield because it is a Forest.
Lathril needs ten Elves on the battlefield. Cheap Elves get you there faster and make the mana for the rest of the deck.
What to look for Elves costing one or two mana that make mana or replace themselves with a card.
Cut, for example
End-Raze Forerunners Eight mana for a 7/7 that isn't an Elf. Its team pump is strong, but Timberwatch Elf and the lords already make the attack lethal at a fraction of the cost.
Crown of Skemfar An Aura that gives one creature +1/+1 per Elf. It puts a lot of value on one target, which a single removal spell undoes.
Serpent's Soul-Jar Exiles your dying Elves and lets you cast them later for 2 life. It is slow recursion in a deck that would rather cast new Elves.
Add, for example
Llanowar Elves ↗
One mana, taps for green. A second copy of Elvish Mystic, and a turn-one play that speeds up everything after it.
Heritage Druid ↗
One mana: tap three untapped Elves to add three green. It can tap Elves that just came down, so a turn of cheap Elves pays for the next ones.
Elvish Visionary ↗
Two mana for a 1/1 Elf that draws a card when it enters. It adds to the Elf count without costing you a card.
The deck's win comes from a wide board and an untapped Lathril. Both are easy targets, and the box has nothing to protect either one.
What to look for Cheap instants that make your creatures indestructible or hexproof, or equipment that keeps your commander safe and ready to tap.
Cut, for example
Return Upon the Tide Five mana to return one creature from your graveyard, plus two tokens if it's an Elf. It is slow for what it gets back.
Nullmage Shepherd Taps four creatures to destroy an artifact or enchantment. Reclamation Sage and Casualties of War already cover that, and tapping four Elves competes with Lathril.
Add, for example
Heroic Intervention ↗
Two mana at instant speed: your permanents gain hexproof and indestructible until end of turn. It saves the whole board from most wipes.
Lightning Greaves ↗
Equip for zero: haste and shroud. Lathril can use its tap ability the turn it comes down, and opponents can't target it in response.
Elves run out of cards quickly because each one is cheap. Draw that triggers on casting or entering creatures keeps the deck going after the first wave.
What to look for Cards that draw whenever a creature is cast or enters, especially cheap ones you can play on the same turn as several Elves.
Cut, for example
Ambition's Cost Four mana to draw three and lose 3 life. Pact of the Serpent usually draws more for less in this deck.
Add, for example
Glimpse of Nature ↗
One mana: for the rest of the turn, draw a card each time you cast a creature spell. On a turn with mana Elves out, it can draw five or more.
Guardian Project ↗
Draws a card whenever a nontoken creature enters with a name you don't already have on the battlefield or in your graveyard. Nearly every Elf in the deck is a one-of.
The main win is Lathril's drain: tap Lathril and ten Elves for 10 life loss to each opponent, and do it again the next turn. The backup plan is a wide attack with lords out, using Timberwatch Elf or Cultivator of Blades to push damage through, and Elderfang Venom and Poison-Tip Archer drain as creatures die. The upgrades mostly get you to ten Elves sooner and keep them alive.
A good first precon for a player who likes creatures and tribal decks. The plan is easy to follow (cast Elves, count to ten), and the deck is forgiving if you play a little out of order. It also teaches mana creatures and lords well, which carry over to many other Commander 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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