Precon Upgrade Guide

Explorers of the Deep Upgrade Guide

What to cut, what to add, and how to play the Simic Merfolk precon from The Lost Caverns of Ixalan, commanded by Hakbal of the Surging Soul.

Six Magic cards for the Explorers of the Deep Commander precon: Xolatoyac, the Smiling Flood, Mist Dancer and Commit // Memory on the left, tagged to cut, and Lord of Atlantis, Heroic Intervention and Tishana's Tidebinder on the right, tagged to add.
The sealed Explorers of the Deep Commander deck box

The Lost Caverns of Ixalan

Explorers of the Deep

Difficulty2/5 · Beginner-friendly
Power3/5

Explore triggers: simple card selection. Out of the box, before any upgrades. How we rate precons

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Quick verdict

Explorers of the Deep is a Merfolk deck that gets a free card or a bigger creature from every Merfolk on its board each turn, which makes it one of the easier precons to keep fueled. Hakbal of the Surging Soul makes each Merfolk explore at the start of your combat, so a board of four Merfolk sees four extra cards a turn. The weak spots are a top end that costs too much for what it does, very little protection against a board wipe, and almost no way to stop an opponent's spell.

Colors Simic (green-blue)
Commander Hakbal of the Surging Soul
Product The Lost Caverns of Ixalan Commander deck (2023)
Main plan Merfolk typal: explore every combat, grow the team with +1/+1 counters, attack past blockers

TurnZero HQ rates Explorers of the Deep 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 Explorers of the Deep decklist page, and every other precon we cover is on the precon directory.

How the precon plays

Hakbal of the Surging Soul does two jobs. At the beginning of combat on your turn, each Merfolk you control explores: it reveals the top card of your library, you keep it if it's a land, and otherwise the Merfolk gets a +1/+1 counter and you choose whether to leave the card on top or put it in the graveyard. When Hakbal attacks you either put a land from your hand onto the battlefield or draw a card. Every turn you have Merfolk out, you either hit land drops or grow the team.

The rest of the deck is built to turn those counters into damage. Herald of Secret Streams makes every creature with a +1/+1 counter unblockable, Hardened Scales and Branching Evolution add more counters to every explore, and lords like Merfolk Sovereign , Master of the Pearl Trident and Merfolk Mistbinder pump the whole tribe. Topography Tracker makes each explore happen twice, which doubles Hakbal's output on its own.

The deck's card advantage comes from the same place. Kindred Discovery draws a card whenever a Merfolk enters or attacks, Seafloor Oracle draws on combat damage, and Tatyova, Benthic Druid draws off every land the explores put into your hand.

What works out of the box

What needs improvement

The top of the curve is soft. Xolatoyac, the Smiling Flood is six mana for a creature that is not a Merfolk and does nothing with Hakbal, and Mist Dancer is a five-mana lord when Merfolk Sovereign does a similar job for three. A Merfolk deck wants to put creatures down quickly, before the first board wipe, and these slow it down.

There is very little interaction. Apart from Rapid Hybridization , Curse of the Swine and a couple of bounce spells, the deck has no way to stop an opponent's spell or answer a combo. It also has very little that protects the board, so one board wipe can undo four turns of counters. See how much removal a Commander deck needs for a number to build toward.

Upgrade ideas

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 →

1. Protect the board from a wipe

This deck's whole plan is a wide board of Merfolk with counters on them, which is exactly what a board wipe punishes. Right now the only real insurance is Inspiring Call .

What to look for Instant-speed cards that give your whole team indestructible or hexproof, ideally for two or three mana so you can hold them up while still developing.

2. Lower the curve with cheaper Merfolk

Hakbal rewards having many Merfolk on the battlefield on turn four or five. Every six-drop that isn't a Merfolk is a turn the deck spends not doing what it wants to do.

What to look for Merfolk costing two or three mana that either pump the tribe or replace themselves with a card. Every Merfolk you add is one more explore each turn.

3. Add interaction that stops a spell

The deck can remove creatures but can't stop an opponent's board wipe, combo piece, or game-winning spell. Two or three counterspells change that, and blue has plenty of cheap ones.

What to look for Counterspells or ability counters costing three mana or less. A Merfolk with flash that counters something counts twice.

4. Get more from every land Hakbal finds

Hakbal keeps putting lands into your hand, and it can drop one onto the battlefield when it attacks. Cards that reward land drops turn that stream of lands into mana or cards.

What to look for Creatures or enchantments that let you play extra lands, or that give you something whenever a land enters.

5. Draw cards from creatures entering

The deck plays a lot of creatures, many of them different. A draw engine that triggers on creatures entering keeps the hand full after the first wave is down.

What to look for Enchantments or creatures that draw when a creature enters, which every Merfolk you cast then triggers.

Win conditions

The upgraded deck still wins the way the precon wanted to. Put down cheap Merfolk, let Hakbal of the Surging Soul put counters on them each combat, and attack through Herald of Secret Streams or islandwalk once the lords are out. Simic Ascendancy is the backup plan in a long game, since every counter Hakbal places also goes on it. The changes above mainly make sure the board survives long enough to do that.

Who should buy this precon

A good pick for someone who likes tribal decks and wants a commander that does something every turn without much to track. The explore triggers ask for one small decision each (keep the card on top or bin it), which is a good way to learn card selection. It is less suited to a player who wants a deck that interacts heavily with opponents, since that takes the upgrades above.

Checked against the printed decklist on October 10, 2026.

Track how the upgrades actually perform.

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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