Precon Upgrade Guide
What to cut, what to add, and how to play the Abzan enchantments precon from Commander Masters, commanded by Anikthea, Hand of Erebos.

Commander Masters
Enduring Enchantments
Recursion loops need a little bookkeeping. Out of the box, before any upgrades. How we rate precons
Buy Enduring Enchantments on TCGplayer →Enduring Enchantments is a strong enchantress shell with a commander that recycles its best enchantments. Between Enchantress's Presence , Mesa Enchantress , Verduran Enchantress , Sythis, Harvest's Hand and others, most enchantments you cast draw a card, and Anikthea, Hand of Erebos turns spent enchantments in the graveyard into 3/3 menace copies. The weak points are a handful of cards that work against the plan, like Culling Ritual destroying your own cheap enchantments, a mana base that leans on taplands, and an end game that relies on very expensive cards.
TurnZero HQ rates Enduring Enchantments 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 Enduring Enchantments decklist page, and every other precon we cover is on the precon directory.
Anikthea, Hand of Erebos is a five-mana 4/4 with menace that gives your other enchantment creatures menace too. When it enters and whenever it attacks, you exile up to one non-Aura enchantment card from your graveyard and create a token copy of it that is also a 3/3 black Zombie creature. Sagas are the best targets: a Saga copy enters with a lore counter and runs its chapters again, so Battle at the Helvault or Binding the Old Gods can be cast once and used twice.
The other half of the deck is draw and ramp. The enchantresses and Eidolon of Blossoms turn each enchantment into a card, while Sanctum Weaver taps for one mana per enchantment you control and Starfield Mystic , Herald of the Pantheon and Jukai Naturalist make them cheaper.
Narci, Fable Singer ties the Sagas together. It draws a card whenever you sacrifice an enchantment, which includes a Saga sacrificed after its last chapter, and when a Saga's final chapter resolves, each opponent loses life equal to that Saga's mana value.
Anikthea, Hand of Erebos ↗
Every attack turns an enchantment in your graveyard into a 3/3 menace copy. Sagas copied this way run all their chapters again.
Narci, Fable Singer ↗
Draws when a Saga is sacrificed and drains each opponent for the Saga's mana value when its last chapter resolves.
Battle at the Helvault ↗
Exiles a permanent from each opponent twice and then makes an 8/8 indestructible Avacyn token. A prime target for Anikthea to copy.
Starfield of Nyx ↗
Returns an enchantment from your graveyard to the battlefield each upkeep, and with five enchantments out it turns the rest into creatures.
Sanctum Weaver ↗
Taps for one mana of a single color per enchantment you control. By the midgame it is usually the deck's biggest mana source.
Sigil of the Empty Throne ↗
Makes a 4/4 flying Angel each time you cast an enchantment spell, which gives the deck a fast clock once the draw engines are running.
Some of the box fights the plan. Culling Ritual destroys every nonland permanent with mana value two or less, which includes Sythis, Harvest's Hand , Sanctum Weaver , Composer of Spring , Destiny Spinner and your mana rocks. Mindwrack Harpy mills every player each combat, and Ghoulish Impetus is an Aura, the one kind of enchantment Anikthea can't copy.
The mana base has several lands that enter tapped or make colorless mana, which matters in a three-color deck that wants to cast a cheap enchantment and a draw engine in the same turn. The deck also has little defense against a board wipe aimed at enchantments, and its top end costs eight mana or more.
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 →
A Saga in the graveyard is the best thing Anikthea can copy, and every one that finishes also triggers Narci. More strong Sagas make both commanders better.
What to look for Sagas costing three to five mana with at least one chapter that removes a threat, makes a body or returns a card. Higher mana value means a bigger Narci drain.
Cut, for example
Mindwrack Harpy Mills every player three cards each combat. That gives opponents graveyard value and shortens your own library.
Cunning Rhetoric Only does something when an opponent attacks you. It doesn't draw, ramp, or help the Saga plan.
Add, for example
Elspeth Conquers Death ↗
Exiles an opponent's permanent with mana value three or more, taxes their noncreature spells, then returns a creature or planeswalker from your graveyard.
Rite of Belzenlok ↗
Makes four 0/1 Clerics over two chapters and then a 6/6 flying, trampling Demon. The Clerics give the Demon something to sacrifice.
Three colors and lots of cheap enchantments mean the deck wants every color on time. Taplands and lands that need a Swamp slow the first few turns.
What to look for Two-color lands that enter untapped in normal play, such as checklands or painlands, in the Abzan pairs.
Cut, for example
Tainted Field Only makes white or black while you control a Swamp. Otherwise it taps for colorless.
Tainted Wood Same problem as Tainted Field, for black and green. Without a Swamp it gives colorless mana.
An enchantress board is many small engines. One enchantment wipe or a few targeted answers can take apart the draw and the mana together.
What to look for Cheap cards that stop a wipe or make your enchantments hard to target, ideally at instant speed or as a permanent that stays out.
Cut, for example
Ghoulish Impetus An Aura that goads one creature. Anikthea can't copy Auras, and the effect is small.
Culling Ritual Destroys every nonland permanent with mana value two or less, which hits many of your own enchantment creatures and rocks.
Add, for example
Heroic Intervention ↗
Two mana at instant speed: your permanents gain hexproof and indestructible until end of turn. It answers most board wipes.
Sterling Grove ↗
Gives your other enchantments shroud, and you can sacrifice it to put any enchantment card from your library on top. Shroud also stops your own targeting, so plan around Calix.
The deck's late game includes an eight-mana Wurm maker. Cheaper payoffs that grow with each enchantment cast win sooner and still work after a wipe.
What to look for Enchantment-based payoffs costing four or less that make tokens or drain life each time an enchantment is cast or enters.
Cut, for example
Sandwurm Convergence Eight mana for a 5/5 Wurm each end step. It arrives late and doesn't count toward the enchantress draw.
Arasta of the Endless Web A defensive 3/5 that makes Spiders when opponents cast instants or sorceries. It doesn't advance the deck's plan.
Add, for example
Hallowed Haunting ↗
Each enchantment spell you cast makes a Spirit token that grows with every Spirit you control, and at seven enchantments your creatures gain flying and vigilance.
Grim Guardian ↗
A three-mana enchantment creature: each opponent loses 1 life whenever it or another enchantment enters under your control.
The upgraded deck still wins by building a wide board of enchantment creatures with menace from Anikthea, Hand of Erebos and attacking. Sigil of the Empty Throne and Hallowed Haunting add flying bodies for every enchantment you cast, while Sagas that finish under Narci, Fable Singer drain each opponent along the way. Starfield of Nyx turns a board of non-creature enchantments into attackers when you need extra damage.
A good fit for someone with a little Commander experience who likes card draw and long, grindy games. Each turn asks you to sequence several triggers and pick the right graveyard target for Anikthea, which takes some practice. It is less suited to a player who wants to attack early, since the deck needs a few turns to set up its engines.
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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