Guides & Tips

How to Upgrade a Commander Precon

A generic framework, applicable to any Commander precon, not a list of specific card swaps for one deck: fix the mana base first, then lower the curve, then add a real closing win condition, then cut the filler. Ten cards changed the right way does more than fifty changed at random.

Beginner
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Why precons need upgrading at all

A precon has to be affordable, legal on release day, and playable straight out of the box. That brief systematically under-invests in three things: mana fixing, an efficient curve, and a genuine way to close the game.

This isn't a flaw in the product. It's what the design brief actually asks for. A precon has to sell at a fixed retail price to a player who may never buy another card for it, so it can't spend its budget on the cards that would make the biggest difference: real dual lands are expensive, a tight curve means cutting "cool" high-cost cards the box wants to show off, and a genuine bomb-level finisher is exactly the kind of card Wizards of the Coast would rather sell in a Collector Booster than hand out forty thousand copies of at cost. Precons are built to demonstrate a strategy, not to execute it as efficiently as possible.

That's also good news for anyone upgrading one. The deck already has a real identity, a legal 100-card list, and a commander that does something. Nothing here is about replacing that identity. It's about spending a small, focused number of cards making the identity the deck already has actually work the way it's supposed to.

Ten cards changed the right way does more for a precon than fifty changed at random. The order matters more than the total.

the rule the whole framework follows
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Step 1: Fix the mana base first

This is the highest-value, lowest-skill upgrade available, and it should always come first.

Most precons ship with several nonbasic lands that produce exactly one color, enter tapped, and offer no upside for the tempo they cost. They're in the box because they're cheap to include, not because they're good. Swapping the three or four weakest of them for better fixing, appropriate to your budget, is the single most reliable way to make a precon feel better to play. It requires no judgment about strategy or synergy: you're not deciding what the deck should be doing, you're just making sure it can actually cast the spells it already wants to cast, on the turn it wants to cast them.

What "better fixing" means depends entirely on your budget and your color count. A two-color precon might only need two or three real dual lands swapped in for the worst tapped lands. A three-plus-color precon benefits from working up the full fixing ladder: basics, then dual lands, then fetches, then triomes, with mana rocks and signets as backup. Rather than re-litigate that whole ladder here, see the full breakdown in the Land & Mana Base Guide →

One thing worth doing before you touch anything else: count the nonbasic lands the precon already runs and sort them by how narrow their text is. A land that says "enters tapped, taps for one color, does nothing else" is always a candidate for a cut. A land that fixes two colors, or comes with a genuine secondary ability, usually isn't. That sort takes five minutes and tells you exactly where your first few upgrade slots are.

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Step 2: Lower the curve

Precons routinely run several six- and seven-mana cards whose entire contribution is "do nothing until this resolves."

A precon's high end exists to be exciting on the back of the box, not to be efficient at the table. That means a typical precon is top-heavy: a handful of expensive cards that ramp, draw, or remove at a rate a cheaper card could match or beat, plus the ordinary tax of just being a big spell that does nothing the turns before it resolves and nothing at all if it gets answered on the stack.

Identify the three or four most expensive, least impactful cards in the deck first. "Least impactful" means: what does this card actually do, stripped of its rules text's length? If a seven-mana card's whole job is "destroy target creature," a two- or three-mana removal spell does the same job for less than half the mana and leaves the rest of your turn free. If a six-mana card's job is "draw two cards," there are draw spells at half that cost doing the same thing. Replace those cards with cheaper, more efficient effects that accomplish the same role, whether that's ramp, removal, or card draw, rather than cutting the role from the deck entirely.

This is also where the deck's overall shape starts to matter, not just individual cards. A deck with too many cards clustered at five-plus mana and almost nothing at two draws hands that can't do anything early and then flood the same turn with three cards it can only cast one of. See What Makes a Curve and Why It Matters → for how to read your own curve and decide how aggressively to trim it.

Spotting a curve problem without counting anything

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Sort the deck's nonland cards by mana value, highest first, and read the top ten.

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If four or more of them are single-mode effects (a plain removal spell, a plain ramp spell, a plain draw spell) costing six or more, the curve is carrying weight it doesn't need to.

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For each one, ask: does a version of this effect exist for two or three mana less, even if it's slightly narrower or does slightly less? For removal, ramp, and draw, the answer is almost always yes.

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Swap the four worst offenders. That alone usually drops a precon's average mana value by several tenths without touching a single synergy card.

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Step 3: Add a real win condition

Many precons "value" their way through a game without ever actually closing it. Fixing the mana base and the curve makes the deck run smoother, but a smoother deck that still can't finish a game just gets to that stalemate faster.

Before adding anything, work out what plan the deck is already trying to run. Nearly every precon has a real identity built into its commander and its supporting cards: some make tokens and want to go wide, some fill the graveyard and want to reanimate or mill, some pile equipment and auras onto one creature and want to swing with it unblocked. Whatever that plan is, that's the plan your win condition should serve. A random bomb that doesn't fit the deck's plan is a worse addition than a cheaper card that does, because it needs the rest of the deck to set it up alone rather than benefiting from what the deck is already doing.

One or two genuine finishers is usually enough. A token deck wants an effect that turns "I have a wide board" into "the game is over now," like a mass pump or damage doubler. A graveyard deck wants a real reanimation target or a mill-them-out payoff, not just another card that fills the yard. A voltron or aura deck wants evasion or unblockability stapled onto its threat, not another equipment that makes it marginally bigger. Adding more than two dedicated finishers usually isn't worth it: past that point you're better served by more of steps one and two, since a deck that can't reliably reach its win condition doesn't benefit from having a third one sitting in the deck.

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Step 4: Cut precon filler

Every precon carries a handful of cards whose entire job is reprint value. They don't advance the deck's plan, and they're the easiest and safest cuts on the whole list.

These are the cards that make sense as part of a retail product and not as part of a deck: weak vanilla or near-vanilla creatures with no relevant text, off-theme cards that got included for rarity padding rather than synergy, and reprints of cards that are fine in a vacuum but do nothing for what this specific deck is trying to do. Unlike the curve cuts above, these aren't being replaced because a cheaper version of the same effect exists. They're being replaced because the card isn't doing a job worth having done at all.

This step comes last on purpose. Filler cuts are the easiest ones to make, but they're also the ones that look most like "just add more good cards," which is exactly the kind of undirected fifty-card overhaul this whole framework exists to avoid. Once the mana base, curve, and win condition are handled, filler cuts are simply the remaining slots you have room to fill with cards that support the plan you already fixed.

Cutting a filler card and putting in another filler card. A weak vanilla creature swapped for a slightly-less-weak vanilla creature isn't an upgrade, it's a lateral move. Every filler cut should be replaced with something that does one of the deck's actual jobs: fixing, curve, or the win condition it's built around.

Changing fifty cards on the first pass. A precon overhauled all at once, with no order to the changes, is much harder to evaluate than one changed ten cards at a time. If the deck plays worse afterward, you won't know which change did it.

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A worked example

Say you've picked up a hypothetical tokens-and-lifegain precon. Here's how the four steps play out on a deck like that, in order.

Tokens-and-lifegain precon, upgraded in order

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Mana base: the deck runs three or four narrow, single-color tapped lands with no other text. Swap those for true dual lands in the commander's two colors, or budget-appropriate tapped duals that at least fix both colors at once instead of one.

2

Curve: the deck has a couple of six-mana "make some tokens and gain some life" cards that are outclassed by cheaper token generators or lifegain payoffs already in print. Replace the two most expensive, least efficient ones with three- or four-mana effects that do the same job faster.

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Win condition: the deck's plan is clearly "go wide, then gain life off the wide board." Add one card that converts a wide board directly into lethal damage, like a mass pump effect or an anthem that scales with life gained, rather than a life-total-based alternate win condition that doesn't care how many creatures are on the board.

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Filler: the box includes a couple of off-theme reprints (a random removal spell that doesn't interact with tokens or life at all, a vanilla creature with no keywords). Cut those last, once the mana base, curve, and finisher are settled, and use the freed slots for one or two more pieces that directly support the go-wide plan.

Notice what didn't change: the commander, the overall strategy, and most of the deck's actual card pool. This is roughly twelve cards touched across all four steps, which is well inside the "ten to fifteen, in order" range that tends to produce a deck that feels meaningfully better without becoming a different deck.

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Budget notes

Every step above scales with how much you want to spend. A mana base swap can be five dollars of budget duals or eighty dollars of originals; a win condition addition can be a three-dollar common or a fifty-dollar mythic.

Rather than attach specific prices to a framework meant to apply to any precon at any price point, see the Budget Commander Deckbuilding Guide → for the deeper version of "how much should this cost," including how to prioritize spending across exactly these categories when the budget is tight.

Frequently Asked Questions

How many cards should I change in a precon?

Fewer than you'd think, and in a specific order. Ten to fifteen well-chosen swaps, following the mana base, then curve, then win condition, then filler order below, will do more for a precon than replacing half the deck at random. Most precons are built around a real, coherent game plan, and the goal of an upgrade is to let that plan work more often, not to bulldoze it and start over.

What should I upgrade first in a Commander precon?

The mana base. It's the highest-value, lowest-skill upgrade available: swap out the weakest few nonbasic lands for better fixing and the rest of the deck immediately gets more consistent, with no judgment calls about strategy required. Curve, win conditions, and filler all matter, but none of them help if the deck can't reliably cast its spells on curve in the first place.

Do precons need their mana base fixed?

Almost always, yes. Precons are priced to sell at retail, and lands are some of the most expensive real estate in a Magic product, so the mana base is where the manufacturing budget gets squeezed hardest. Most ship with several tapped lands that produce a single color with no upside attached, in slots where a true dual, a fetch, or even a well-chosen basic would do more work. See our full land and mana base guide for the fixing ladder to climb.

Is it okay to just play a precon unmodified?

Completely. A precon is built to be legal, affordable, and playable straight out of the box, and plenty of games get played on decks exactly as printed. Upgrading is worth doing when a deck feels like it can't quite close games, floods on lands that do nothing, or keeps drawing cards that cost too much to matter. None of that is a requirement, just a sign the deck has more in it than the box alone delivers.

How much does it cost to upgrade a precon?

Anywhere from ten dollars to well over a hundred, depending entirely on how far you take it. A handful of budget nonbasic lands and a few efficient common or uncommon spells can meaningfully tighten a precon's mana base and curve for under twenty dollars. Adding a genuine bomb-level win condition is where the cost climbs, and it's the one step worth being deliberate about rather than doing by default. See our budget Commander deckbuilding guide for what real money buys at each price point.

See whether the upgrade actually worked.

TurnZero HQ tracks a deck's version history and win rate per version, so you can change ten cards, play ten games, and see the difference instead of guessing.

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