Precon Upgrade Guide
What to cut, what to add, and how to play the Sultai mutate precon from Commander 2020, commanded by Otrimi, the Ever-Playful.

Commander 2020
Enhanced Evolution
Mutate stacking is fiddly to track at the table. Out of the box, before any upgrades. How we rate precons
Buy Enhanced Evolution on TCGplayer →Enhanced Evolution builds one large creature out of many. Each mutate creature you add to the pile triggers every "whenever this creature mutates" ability in it, and Otrimi, the Ever-Playful returns a mutate card from your graveyard each time it connects. The danger is that one removal spell takes the whole stack with it, and the box offers very little protection. It also carries goad auras and anti-combat cards that fight against a deck that wants to attack every turn.
TurnZero HQ rates Enhanced Evolution a 4 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 Enhanced Evolution decklist page, and every other precon we cover is on the precon directory.
Mutate lets you cast a creature for its mutate cost on top of or under a non-Human creature you own. The two become one creature with the top card's name and stats and the abilities of every card in the pile. Whenever the pile mutates again, every mutate trigger in it fires, so a stack that includes Insatiable Hemophage , Chittering Harvester and Dreamtail Heron drains, forces a sacrifice and draws a card every time you add to it.
Otrimi, the Ever-Playful is a 6/6 trampler with mutate itself. Whenever it deals combat damage to a player, you return a creature card with mutate from your graveyard to your hand. That is the deck's answer to removal. When a mutated pile dies, every card in it goes to the graveyard, and Otrimi starts pulling them back one hit at a time.
Around the mutate core are ramp creatures like Migratory Greathorn and Fertilid , card draw from Beast Whisperer and Lifecrafter's Bestiary , and removal that rides on mutate creatures, such as Sawtusk Demolisher and Pouncing Shoreshark .
Otrimi, the Ever-Playful ↗
A 6/6 trampler that returns a mutate creature from your graveyard each time it deals combat damage to a player. It refuels the deck after a removal spell.
Insatiable Hemophage ↗
Each time it mutates, each opponent loses life equal to the number of times it has mutated. On a tall pile the drain gets large fast.
Sawtusk Demolisher ↗
Destroys any noncreature permanent whenever it mutates. Mutated onto a pile, it answers an artifact, enchantment or planeswalker on the way in.
Chittering Harvester ↗
Each opponent sacrifices a creature whenever it mutates. Repeated on a pile, it strips blockers from the whole table.
Boneyard Lurker ↗
Returns a permanent card from your graveyard to your hand each time it mutates. Paired with Otrimi, the deck rarely runs out of creatures.
Beast Whisperer ↗
Draws a card whenever you cast a creature spell. Mutate spells count, so every piece you add to a pile replaces itself.
Mutate concentrates value in one creature, and the box has almost nothing to protect it. A single exile spell on a pile of four cards loses all four, and exile means Otrimi can't get them back. Cheap hexproof effects matter more here than in most decks.
Several cards work against the plan. Silent Arbiter lets only one creature attack each combat, including yours. Tidal Barracuda gives every player flash. The goad auras ( Psychic Impetus , Parasitic Impetus , Predatory Impetus ) don't interact with mutate at all, and Capricopian mostly gives opponents a way to redirect your attacker.
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 mutated creature holds several cards' worth of value. One cheap protection spell turns a removal spell from a disaster into a wasted card for the opponent.
What to look for One- or two-mana hexproof or indestructible effects, or equipment that gives hexproof. Instant speed matters so you can answer the removal spell on the stack.
Cut, for example
Psychic Impetus A goad aura that pumps an opponent's creature. It does nothing for your mutate creatures.
Parasitic Impetus Another goad aura. The drain on attack is small, and the slot is better used protecting your own pile.
Predatory Impetus Five mana to goad one creature. The most expensive of the three and the least useful.
Add, for example
Swiftfoot Boots ↗
Gives hexproof and haste. You can still mutate onto the equipped creature, since hexproof only stops opponents from targeting it.
Snakeskin Veil ↗
One mana at instant speed: a +1/+1 counter and hexproof until end of turn. It counters a targeted removal spell.
Heroic Intervention ↗
Two mana: your permanents gain hexproof and indestructible until end of turn. It covers both spot removal and most board wipes.
Most of the box's mutate costs are four mana or more, so the deck often mutates once a turn at best. Cheaper mutate costs let you add two pieces in one turn and trigger the pile twice.
What to look for Mutate creatures with a mutate cost of three mana or less, ideally with flash or an ability that is useful on the pile.
Cut, for example
Capricopian An X-cost Hydra that opponents can grow to redirect its attack. It isn't a mutate card and gives other players control over your combat.
Tidal Barracuda Lets every player cast spells as though they had flash, which helps opponents as much as you.
Add, for example
Sea-Dasher Octopus ↗
Mutate for {1}{U} with flash. The pile draws a card whenever it deals combat damage to a player.
Parcelbeast ↗
Mutate for {G}{U}. The pile gains an ability that puts a land from the top of your library onto the battlefield or the card into your hand.
Gemrazer ↗
Mutate for {1}{G}{G}, adds reach and trample, and destroys an opponent's artifact or enchantment each time it mutates.
This deck wins by attacking with one large creature. Cards that limit combat or depend on opponents' graveyards take slots from mutate pieces that add damage or removal.
What to look for Mutate creatures whose mutate trigger removes a creature, or that can be recast after they die. Each one makes the pile more dangerous and more resilient.
Cut, for example
Silent Arbiter Lets only one creature attack each combat, which caps your own attacks too, and only one creature block.
Dredge the Mire Steals creatures from opponents' graveyards, so it depends on what the table has lost. Some games it does nothing.
Add, for example
Brokkos, Apex of Forever ↗
A 6/6 trampler in the deck's colors that you can cast from your graveyard using its mutate cost. A removal spell doesn't keep it down.
Dirge Bat ↗
Flash and flying, and it destroys an opponent's creature or planeswalker when it mutates. Removal at instant speed that also grows the pile.
The mana base has ten lands that always enter tapped, plus a few that make only colorless. A three-color deck with mutate costs full of colored pips feels both.
What to look for Two-color lands in blue, black and green that usually enter untapped.
Cut, for example
Temple of the False God Taps for nothing until you control five lands, which makes it a dead land early.
Soaring Seacliff Enters tapped, makes only blue, and gives flying for one turn. The effect rarely matters.
Add, for example
The deck wins by attacking with a tall mutate pile, usually with Otrimi, the Ever-Playful in it for trample. Each new piece drains with Insatiable Hemophage , strips blockers with Chittering Harvester or Dirge Bat , and draws cards. If the pile dies, Otrimi and Brokkos, Apex of Forever bring it back. The protection upgrades are what let one pile carry the game instead of losing it to the first removal spell.
Suited to an experienced player who likes puzzles. Mutate has detailed rules (what goes on top, which stats apply, which triggers fire), and knowing when to commit pieces to one creature versus spreading out takes judgment. Players new to Commander may find the rules overhead heavy. It is a solid middle-power deck once you have it down.
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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