Precon Upgrade Guide
What to cut, what to add, and how to play the Jeskai offspring and tokens precon from Bloomburrow Commander, commanded by Zinnia, Valley's Voice.

Bloomburrow
Family Matters
Triggering off your own spells and opponents' turns alike takes some tracking. Out of the box, before any upgrades. How we rate precons
Buy Family Matters on TCGplayer →Family Matters is a value deck that gets two of most creatures it casts, as long as you have the extra mana. Zinnia, Valley's Voice gives every creature spell offspring {2}, so a creature with a good enters-the-battlefield ability brings a 1/1 copy that does it again, and every one of those 1/1s makes Zinnia hit harder. The plan is good, but the box carries two board wipes that destroy its own tokens, a few creatures that do little when copied, and a slow, tapped-heavy three-color mana base.
TurnZero HQ rates Family Matters 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 Family Matters decklist page, and every other precon we cover is on the precon directory.
Zinnia, Valley's Voice is a three-mana 1/3 flier with two abilities. Creature spells you cast gain offspring {2}: pay two more as you cast the creature, and when it enters you also create a 1/1 token copy of it. Zinnia also gets +X/+0, where X is the number of other creatures you control with base power 1. Every offspring token is a 1/1, so each one you make adds a point of power to a flying commander.
The box is full of creatures whose copy is worth the extra two mana. Cloudblazer draws two and gains 2 life twice, Siege-Gang Commander makes six Goblins instead of three, Skyclave Apparition exiles two permanents, and Inspiring Overseer and Spirited Companion each draw a second card. The alliance creatures, Rose Room Treasurer , Boss's Chauffeur and Devilish Valet , and Agate Instigator all trigger off each creature entering, so a token copy counts as one more trigger.
Once the board is wide, the deck turns it into damage. Tetsuko Umezawa, Fugitive makes every creature with power or toughness 1 or less unblockable, Curiosity Crafter draws whenever a token connects, and Jazal Goldmane pumps each attacker by the number of attackers. Luminous Broodmoth and Selfless Spirit keep that board alive through a wipe.
Zinnia, Valley's Voice ↗
Gives every creature spell offspring {2}, so each good enters-the-battlefield creature happens twice, and every 1/1 copy adds a point of power to Zinnia.
Siege-Gang Commander ↗
Five mana for four bodies, or seven mana for eight with offspring. The tokens also count for Zinnia and trigger every alliance creature.
Tetsuko Umezawa, Fugitive ↗
Creatures with power or toughness 1 or less can't be blocked. Almost every token this deck makes qualifies.
Cloudblazer ↗
Draws two cards and gains 2 life on entering, and an offspring copy does it again. It is one of the best things to pay offspring on.
Rose Room Treasurer ↗
Makes Treasure the first two times a creature enters each turn, then deals damage for any further ones. With offspring, one creature spell is often two triggers.
Luminous Broodmoth ↗
Returns your creatures without flying when they die. It protects the board from a wipe and lets enters-the-battlefield creatures trigger again.
Two of the box's board wipes undo its own plan. Time Wipe destroys every creature except the one you return to hand, and Calamity of Cinders deals 6 damage to each untapped creature, which kills your 1/1s, your alliance creatures and Zinnia along with everyone else. A deck that wins by going wide wants spot removal that leaves its board alone.
Some creatures also do little when copied. Pollywog Prodigy and Illusory Ambusher don't have an enters-the-battlefield effect, so paying offspring on them only gets you a vanilla 1/1. The mana base is the other drag: three Temples, three Thriving lands, Mystic Monastery and Path of Ancestry all enter tapped, which matters in a deck that wants to spend two extra mana on most of its creatures.
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 →
This deck wins with a wide board of small creatures, so a wipe that hits everyone costs you more than it costs most opponents. Cheap removal for a single threat keeps your board intact.
What to look for Instants costing three mana or less that remove one creature or any permanent. Ones that answer artifacts and enchantments too are worth more.
Cut, for example
Time Wipe Destroys all creatures after you save one. You lose your tokens, your alliance creatures and the 1/1s that power up Zinnia.
Calamity of Cinders Seven mana to deal 6 damage to each untapped creature. Your board is mostly untapped 1/1s between attacks, so it kills them too.
Add, for example
Swords to Plowshares ↗
One mana at instant speed to exile any creature. Its controller gains life equal to its power, which rarely matters.
Generous Gift ↗
Three mana to destroy any permanent at instant speed. Its controller gets a 3/3 Elephant in return.
Lightning Helix ↗
Two mana for 3 damage to any target and 3 life for you. It removes small creatures or finishes off a player.
Offspring is only as good as the creature it copies. A cheap creature with a strong enters-the-battlefield ability gives you twice the effect and another 1/1 for Zinnia.
What to look for Creatures with enters-the-battlefield effects that draw, remove, or make tokens, ideally cheap enough that paying offspring on top still fits the turn.
Cut, for example
Pollywog Prodigy Draws only when an opponent casts a small noncreature spell, and its copy is a plain 1/1. Little to gain from paying offspring.
Illusory Ambusher A five-mana 4/1 that draws when it takes damage. It has no enters-the-battlefield effect, so offspring does nothing useful for it.
Add, for example
Mulldrifter ↗
Draws two cards on entering. With offspring the token copy draws two more, even if you cast it for its evoke cost.
Man-o'-War ↗
Returns a creature to its owner's hand on entering. With offspring you bounce two creatures for five mana.
Thraben Inspector ↗
One mana for a 1/2 that makes a Clue. It has base power 1, so it pumps Zinnia, and an offspring copy makes a second Clue.
Offspring tokens, Goblins and Spirits are all 1/1s. Cards that double or pump them make the wide board a real threat, and anything that adds counters or a static bonus leaves their base power at 1, so Zinnia still counts them.
What to look for Enchantments that double token creation, give tokens a bonus, or add counters when creatures enter.
Cut, for example
Aetherize Returns all attacking creatures to hand. It stops one attack, but it is four mana held up in a deck that wants to spend its mana on its own turn.
Cut a Deal Each opponent draws a card and you draw one per opponent. It is fine card draw, but it gives every opponent a card as well.
Add, for example
Anointed Procession ↗
Doubles every token you create. Offspring makes two copies instead of one, and Siege-Gang Commander makes six Goblins.
Intangible Virtue ↗
Creature tokens you control get +1/+1 and vigilance. Their base power is still 1, so Zinnia keeps counting them.
Cathars' Crusade ↗
Puts a +1/+1 counter on each creature you control whenever a creature enters. With offspring, each creature spell triggers it twice.
A three-color deck that spends two extra mana on most of its creatures can't afford to start turns with lands that entered tapped. The box has several that always do.
What to look for Two-color lands in this deck's pairs that enter untapped, ideally ones with basic land types so Glacial Fortress , Sulfur Falls and Clifftop Retreat enter untapped too.
Cut, for example
Path of Ancestry Enters tapped, and its scry only works with Birds and Bards, of which the deck has few.
Temple of Triumph Always enters tapped. The scry is nice, but an untapped dual matters more here.
Add, for example
Hallowed Fountain ↗
Enters untapped for 2 life and is a Plains Island, which turns on Glacial Fortress.
Sacred Foundry ↗
Enters untapped for 2 life and is a Mountain Plains, which turns on Clifftop Retreat.
Steam Vents ↗
Enters untapped for 2 life and is an Island Mountain, which turns on Sulfur Falls.
The upgraded deck wins by going wide and attacking. Cast creatures with offspring until you have a board of 1/1s, make them unblockable with Tetsuko Umezawa, Fugitive or pump them with Jazal Goldmane , Intangible Virtue or Cathars' Crusade , and fly in with Zinnia, Valley's Voice , who gets a point of power for each of them. Agate Instigator and Rose Room Treasurer add damage on the side as creatures keep entering.
A good fit for a player who has a few Commander games behind them and likes building a board one creature at a time. The deck asks you to make a choice on most creature spells (pay two more for a copy, or save the mana), and to count which creatures still have base power 1. It is a fair step up from a beginner deck, though not a hard one to pilot.
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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