Precon Upgrade Guide

Jeskai Striker Upgrade Guide

What to cut, what to add, and how to play the Jeskai spellslinger precon from Tarkir: Dragonstorm, commanded by Shiko and Narset, Unified.

Six Magic cards for the Jeskai Striker Commander precon: Curse of Opulence, Tempest Technique and Vanquish the Horde on the left, tagged to cut, and Path to Exile, Lightning Helix and Counterspell on the right, tagged to add.
The sealed Jeskai Striker Commander deck box

Tarkir: Dragonstorm

Jeskai Striker

Difficulty3/5 · Moderate
Power3/5

Second-spell payoffs reward sequencing your turn. Out of the box, before any upgrades. How we rate precons

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Quick verdict

Jeskai Striker is a spells deck with a strong engine and a lot of cheap cantrips to feed it. Shiko and Narset, Unified rewards you for casting a second spell each turn, either by copying it or by drawing a card, and the box backs that up with token makers like Monastery Mentor and draw engines like Archmage Emeritus . It falls short on mana, since many of its lands enter tapped, and on interaction: it has almost no counterspells, and a few of its slots go to auras that don't fit the plan.

Colors Jeskai (blue-red-white)
Commander Shiko and Narset, Unified
Product Tarkir: Dragonstorm Commander deck (2025)
Main plan Spellslinger: cast two spells a turn, copy the targeted ones with Flurry, and turn every noncreature spell into tokens or cards

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

How the precon plays

Shiko and Narset, Unified is a four-mana 4/4 with flying and vigilance. Its Flurry ability triggers when you cast your second spell each turn. If that spell targets a permanent or a player, you copy it and may choose new targets; if it doesn't target, you draw a card instead. A cheap cantrip followed by Swords to Plowshares exiles two creatures, and a cantrip followed by another cantrip draws an extra card.

The deck is built to cast two spells cheaply every turn, including on opponents' turns. Opt , Consider , Ponder , Preordain and Think Twice cost one or two mana, and Goblin Electromancer and Haughty Djinn make instants and sorceries cost less. Each cheap spell is also a trigger for Young Pyromancer , Third Path Iconoclast and Monastery Mentor , so the board fills with tokens as you dig.

The bigger payoffs turn a long chain of spells into damage or cards. Guttersnipe and Caldera Pyremaw hit opponents for each instant or sorcery, Archmage Emeritus and Whirlwind of Thought draw a card each time, and Veyran, Voice of Duality makes all of those triggers happen twice.

What works out of the box

What needs improvement

Six lands always enter tapped: three temples, Irrigated Farmland , Mystic Monastery and Path of Ancestry , and a few more need a condition to enter untapped. A spells deck wants to cast a one-mana cantrip and hold up a second spell, and a tapped land takes that turn away.

The interaction is thin for a blue deck. Sublime Epiphany , Transcendent Dragon and Narset's Reversal are the only ways to answer a spell, and the first two cost six. Meanwhile Curse of Opulence , Shiny Impetus and Tempest Technique take slots that cheap, targeted spells would use better. 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. Untap more of your lands

The deck needs to cast two spells in a turn, which means having all your mana available early. The temples in particular cost you a turn each.

What to look for Two-color lands in Jeskai pairs that enter untapped in the first few turns: fastlands, painlands or shocklands.

Cut, for example

✕

Temple of Enlightenment Always enters tapped. Scry 1 is a weak return for a turn where you can't cast a cantrip and hold up a second spell.

✕

Temple of Epiphany The same tapped land in blue-red, the color pair where the deck most wants to cast cheap spells early.

✕

Temple of Triumph A tapped red-white land. The box already has a red-white painland and checkland that do the job untapped.

2. Replace off-plan auras with cheap targeted spells

Flurry copies your second spell only if it targets, so every cheap removal spell is effectively two for this deck. The auras in the box don't benefit from Flurry and don't fit the spells plan.

What to look for Instants or sorceries for one to three mana that target a creature, permanent or player. Removal and burn are the best fits because the copy is worth a full card.

Cut, for example

✕

Curse of Opulence Makes Gold tokens only when the cursed player is attacked. This deck rarely attacks one player on purpose.

✕

Shiny Impetus Goads an opponent's creature and makes Treasure when it attacks. It is a political card in a deck that wants to cast spells, not manage combat.

✕

Tempest Technique A storm Aura that grows with your enchantment count. The deck has very few enchantments, so the copies stay small.

3. Add counterspells you can hold up

The deck has cheap spells to draw cards but almost nothing that stops an opponent's board wipe or combo. Cheap counterspells also give you a second spell to cast on someone else's turn.

What to look for Counterspells costing two mana or less. They don't target a permanent or player, so Flurry draws you a card instead of copying them.

4. Ramp with two-mana rocks that tap right away

Mana Geyser is the box's least reliable ramp, and more cheap rocks mean more turns where you cast Shiko and Narset and still have mana for spells.

What to look for Two-mana artifacts that tap for one of your colors the turn they come down, without a mana activation cost.

Cut, for example

✕

Mana Geyser Five mana to add red for each tapped land your opponents control. Its output depends on what other players did, and it is a sorcery, so it can't be cast on an opponent's turn.

Win conditions

The deck wins with a big spell turn. Cast cheap spells to build a board of Monk and Elemental tokens with Monastery Mentor and Young Pyromancer , then chain instants and sorceries through Guttersnipe and Caldera Pyremaw for direct damage. Manaform Hellkite and Elsha, Threefold Master add evasive damage, and Expansion // Explosion can finish a player outright. The upgrades mostly give you the mana and counters to keep that turn from being stopped.

Who should buy this precon

A good fit for a player who already knows the basics and wants a deck with a lot of decisions. You have to sequence spells so the second one each turn is the one worth copying, and many turns involve holding mana open on an opponent's turn. It is a harder first deck than a creature deck, but a rewarding one once you know the timing.

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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