Precon Upgrade Guide

Grand Larceny Upgrade Guide

What to cut, what to add, and how to play the Sultai theft precon from Outlaws of Thunder Junction, commanded by Gonti, Canny Acquisitor.

Six Magic cards for the Grand Larceny Commander precon: Mind's Dilation, Culling Ritual and Chaos Wand on the left, tagged to cut, and Tetsuko Umezawa, Fugitive, Assassin's Trophy and Watery Grave on the right, tagged to add.
The sealed Grand Larceny Commander deck box

Outlaws of Thunder Junction

Grand Larceny

Difficulty3/5 · Moderate
Power3/5

Casting stolen cards from an opponent's library needs some reading of the table. Out of the box, before any upgrades. How we rate precons

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Quick verdict

Grand Larceny plays your opponents' decks against them. Every time your creatures connect, Gonti, Canny Acquisitor steals a card off the top of that player's library and lets you cast it with any mana, at a discount. The theft engine is fun and the box has plenty of cheap unblockable creatures to feed it. What slows it down is a cluster of seven-mana cards and expensive artifacts, a mana base full of lands that enter tapped, and one board wipe that hits your own team harder than anyone else's.

Colors Sultai (black-green-blue)
Commander Gonti, Canny Acquisitor
Product Outlaws of Thunder Junction Commander deck (2024)
Main plan Sultai theft: connect with small evasive creatures, exile cards from opponents' libraries, and cast their best spells with your mana

TurnZero HQ rates Grand Larceny 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 Grand Larceny decklist page, and every other precon we cover is on the precon directory.

How the precon plays

Gonti, Canny Acquisitor is a five-mana 5/5 with two abilities. Spells you cast but don't own cost one less. Whenever one or more of your creatures deal combat damage to a player, you look at the top card of that player's library and exile it face down, and you can play it for as long as it stays exiled, spending any type of mana on it. The trigger cares about one or more creatures connecting, so one unblockable 1/1 is all it takes.

That is why the deck carries Slither Blade , Triton Shorestalker and Silhana Ledgewalker , small creatures that get through every turn. Felix Five-Boots makes combat-damage triggers happen an additional time, so Gonti steals two cards per player, and Edric, Spymaster of Trest and Ohran Frostfang draw cards off the same hits.

The bigger theft cards come from the same idea. Thief of Sanity , Fallen Shinobi and Silent-Blade Oni each take something when they connect, and the ninjas can come in through ninjutsu by returning one of those unblocked 1/1s to your hand. Hostage Taker and Gonti, Lord of Luxury steal on entry, and Villainous Wealth ends a long game by casting a pile of one opponent's library for free.

What works out of the box

What needs improvement

The top of the curve is crowded. Mind's Dilation , Sage of the Beyond , Diluvian Primordial , Thieving Amalgam and Heartless Conscription all cost seven or more, and Chaos Wand asks for four mana every time you use it. A deck whose engine is cheap evasive creatures should spend its early mana putting those creatures down, and the lands make that harder: Temple of Deceit , Temple of Malady , Temple of Mystery , Fetid Pools , Dimir Aqueduct and Opulent Palace all enter tapped.

Interaction is also uneven. Culling Ritual destroys every nonland permanent with mana value 2 or less, which takes out your own Sol Ring , signets, and most of your unblockable creatures. Putrefy , Feed the Swarm and Baleful Mastery are good, but the deck has only Plasm Capture to stop a spell.

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. More cheap creatures that connect

Gonti only needs one creature to deal combat damage, and the ninjas need an unblocked attacker to return. Every cheap evasive creature is another way to start that chain on turn two or three.

What to look for Creatures costing one or two mana that can't be blocked, or cards that make your small creatures unblockable. Low power is fine; the damage is not the point.

Cut, for example

✕

Mind's Dilation Seven mana before it does anything, and it only triggers on each opponent's first spell per turn. Too slow for a deck that wants to be attacking early.

✕

Sage of the Beyond A seven-mana 5/5 flier whose discount applies only to spells cast from outside your hand. Gonti already discounts the stolen spells.

✕

Chaos Wand Three mana to cast and four more per activation, for a random instant or sorcery. That mana is better spent on creatures that steal through combat.

2. Ramp into Gonti on turn four

Gonti costs five mana in three colors, and the box's mana artifacts are on the slow side. Two-mana land ramp puts Gonti down a turn earlier and fixes colors while it does.

What to look for Two-mana spells that put a land onto the battlefield, ideally ones that can find dual lands with basic land types. See how much ramp a Commander deck needs.

Cut, for example

✕

Prismatic Lens Taps for colorless, or for any color only if you pay an extra mana. It fixes poorly for a three-color deck.

✕

Darksteel Ingot Three mana for one mana of any color. Indestructible rarely matters, and a two-mana ramp spell does the same job a turn earlier.

3. Replace the lands that enter tapped

Six of the deck's lands always or usually enter tapped. A deck that wants a one-drop on turn one and a ninjutsu activation by turn three loses a lot to a slow land.

What to look for Two-color lands in black, green, or blue that can enter untapped from the first turn. Lands with basic land types also work with Farseek and Nature's Lore.

4. Swap the self-hurting removal for clean answers

The deck's mass removal hits its own cheap creatures and mana, and it has only one way to stop a spell. Cheap instant-speed answers protect the theft engine without breaking it.

What to look for Removal and counterspells costing two mana that target only what you choose. Instants are better, since you can hold them up while your creatures attack.

Cut, for example

✕

Culling Ritual Destroys every nonland permanent with mana value 2 or less, including your Sol Ring, signets, and most of your unblockable creatures.

✕

Stolen Goods Four mana to cast one random nonland card from an opponent's library. Gonti and the ninjas already do this for free through combat.

Win conditions

Most games are won with the opponents' own cards. Small unblockable creatures connect every turn, Gonti, Canny Acquisitor and the ninjas pile up stolen spells, and those spells plus Hostage Taker and Brainstealer Dragon eventually outgrow the table. Villainous Wealth is the big finisher in a long game, and Ukkima, Stalking Shadow with Cazur, Ruthless Stalker add an unblockable clock that hits back when Ukkima leaves the battlefield.

Who should buy this precon

A good pick for a player who likes taking things from other people and is comfortable reading unfamiliar cards mid-game. Casting a stolen card means tracking what is exiled face down and whose it is, which adds some bookkeeping, so it suits someone with a few Commander games behind them more than a first-time player.

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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