Precon Upgrade Guide
What to cut, what to add, and how to play the Esper Zombies precon from Aetherdrift, commanded by Temmet, Naktamun's Will.

Aetherdrift
Eternal Might
Eternalize recursion: straightforward Zombies and discard. Out of the box, before any upgrades. How we rate precons
Buy Eternal Might on TCGplayer →Eternal Might is a Zombie deck that gets stronger every time you draw a card. Temmet, Naktamun's Will loots whenever you attack and gives your Zombies +1/+1 until end of turn for each card you draw, so a turn with three draws makes the whole team three points bigger. The deck has a solid core of Zombie payoffs and graveyard recursion, but its mana base is slow, it has few ways to draw several cards during combat, and a couple of its cards work against its own board.
TurnZero HQ rates Eternal Might 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 Eternal Might decklist page, and every other precon we cover is on the precon directory.
Temmet, Naktamun's Will is a five-mana 4/4 with vigilance and menace. Whenever you attack, you draw a card and then discard one. Whenever you draw a card, Zombies you control get +1/+1 until end of turn. Temmet is a Zombie itself, so it grows along with the team.
The loot feeds the graveyard plan. Hashaton, Scarab's Fist lets you pay three mana to make a 4/4 Zombie copy of any creature card you discard, and Lazotep Chancellor amasses Zombies 2 for one mana whenever you discard. Later, The Scarab God and Cemetery Reaper turn creature cards in any graveyard into more Zombies.
Lords like Lord of the Accursed and Cemetery Reaper pump the team permanently, and drain cards like Wayward Servant and Corpse Knight chip away at every opponent as more Zombies arrive. God-Eternal Oketra makes a 4/4 Zombie Warrior for every creature spell you cast.
Temmet, Naktamun's Will ↗
Loots on every attack and pumps your Zombies for every card you draw. A draw spell in combat becomes a team-wide pump.
Hashaton, Scarab's Fist ↗
Two mana, and every creature card you discard can come back as a 4/4 Zombie copy for three more. Temmet's loot gives you a discard each attack.
The Scarab God ↗
Drains each opponent and scries for every Zombie you control each upkeep, and turns creature cards in any graveyard into 4/4 Zombie copies.
Lazotep Chancellor ↗
One extra mana each time you discard grows an Army by two. With Temmet looting every attack, that adds up quickly.
God-Eternal Oketra ↗
A 4/4 Zombie Warrior for every creature spell you cast, on a double-striking body that goes back into your library when it dies.
Undead Augur ↗
Draws a card whenever a Zombie you control dies. Each of those draws also pumps the rest of the team through Temmet.
The mana base is the biggest problem. Three cycling Deserts, Arcane Sanctum , Orzhov Basilica , two Temples, two cycling duals and Path of Ancestry all enter tapped, and Accursed Duneyard only makes colorless. Temmet costs five in three colors, and the deck wants to cast it on curve.
The draw that powers Temmet mostly comes one card at a time. The deck has good single-draw effects, but few that draw several cards in the middle of combat, which is when Temmet's pump matters. It also runs Dusk // Dawn , whose Dusk half destroys Temmet and any Zombie pumped to 3 power by the lords.
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 →
Too many lands enter tapped for a three-color deck whose commander costs five. Untapped duals make Temmet arrive on time and let you cast two spells in a turn later on.
What to look for Dual lands in two of your colors that enter untapped early, either by paying life or by checking for basic land types.
Cut, for example
Accursed Duneyard A colorless land whose regeneration ability rarely matters. Colored mana is worth more in three colors.
Desert of the True Always enters tapped and makes only white. The cycling is a small bonus for a slow land.
Orzhov Basilica Enters tapped and returns a land to your hand, which costs you tempo on the turn you play it.
Temmet's pump is temporary, but a lord's is permanent. Stacking a couple more on top makes every Zombie token a real threat even on turns you don't draw much.
What to look for Zombies costing three mana or less that pump other Zombies or create more of them.
Cut, for example
Wizened Mentor Only makes a Zombie when an opponent activates a non-mana ability, and only once each turn. In many pods it does nothing.
Twisted Abomination A six-mana 5/3 that regenerates. Its swampcycling is the main reason to draw it, and better cards can do that job.
Add, for example
Death Baron ↗
Three mana: other Zombies get +1/+1 and deathtouch. Deathtouch on every attacker makes blocking very costly.
Diregraf Captain ↗
Other Zombies get +1/+1, and each time one dies an opponent loses 1 life.
Diregraf Colossus ↗
Makes a 2/2 Zombie every time you cast a Zombie spell, and enters bigger with Zombies in your graveyard.
Each card you draw gives the whole team +1/+1 until end of turn. Draw effects that trigger when you attack, or that you can cast mid-combat, turn into large pumps at the right moment.
What to look for Instant-speed draw spells that draw several cards, or engines that draw when your creatures attack or deal damage.
Cut, for example
Gate to the Afterlife Gains life and loots when a nontoken creature dies, and its main ability fetches God-Pharaoh's Gift. Slow, and it only matters in a long game.
Crowded Crypt A mana rock that eventually makes decayed Zombies for six more mana. Too slow for what it adds.
Add, for example
Kindred Discovery ↗
Name Zombie, and every Zombie that enters or attacks draws a card. Attack with four and the team gets +4/+4 before blockers.
Brainstorm ↗
One mana at instant speed to draw three cards. Cast after blockers are declared, it gives every Zombie +3/+3.
Bident of Thassa ↗
Draws a card for each creature that deals combat damage to a player. It refills your hand after a wide attack.
Some of the deck's answers hurt your own board, and its seven-mana artifact is slow to matter. Flexible removal and protection keep the team intact.
What to look for Removal that hits any permanent type, or protection that keeps your creatures alive through a board wipe.
Cut, for example
Dusk // Dawn Dusk destroys every creature with power 3 or greater, which includes Temmet and most of your Zombies once a lord is out.
God-Pharaoh's Gift Seven mana before it does anything. The Scarab God and Hashaton already turn graveyard creatures into Zombies for much less.
Add, for example
Anguished Unmaking ↗
Three mana at instant speed to exile any nonland permanent, for 3 life.
Vindicate ↗
Three mana to destroy any permanent. Simple, flexible removal in your colors.
Flawless Maneuver ↗
Free while you control your commander: your creatures gain indestructible until end of turn, which stops most board wipes.
The upgraded deck wins by going wide with Zombies and then drawing several cards on the turn it attacks. Lords make the tokens dangerous on their own, and Kindred Discovery or a mid-combat Brainstorm on top of Temmet's loot can add +3/+3 or more to every attacker. The Scarab God drains each opponent for your Zombie count every upkeep, which finishes off anyone the attacks didn't.
A friendly deck for a player who wants a straightforward typal plan with a satisfying payoff. Most turns come down to attacking, looting with Temmet and counting how many cards you drew, which is easy to learn. The graveyard tricks give experienced players more to work with, but you don't need them to play it well.
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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