Precon 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.

Tarkir: Dragonstorm
Jeskai Striker
Second-spell payoffs reward sequencing your turn. Out of the box, before any upgrades. How we rate precons
Buy Jeskai Striker on TCGplayer →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.
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.
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.
Shiko and Narset, Unified ↗
Copies your second spell each turn if it targets, or draws a card if it doesn't. Either way, two cheap spells a turn always gets you something extra.
Veyran, Voice of Duality ↗
Makes every trigger from casting or copying an instant or sorcery happen an additional time, which doubles the output of Guttersnipe, Archmage Emeritus and the token makers.
Monastery Mentor ↗
Makes a 1/1 Monk with prowess for every noncreature spell. In a deck full of one-mana cantrips, it builds an army quickly.
Whirlwind of Thought ↗
Draws a card for every noncreature spell you cast. It keeps the chain going in the turns after the first wave of cantrips.
Archmage Emeritus ↗
Draws a card whenever you cast or copy an instant or sorcery. Copies from Flurry count, so a copied removal spell also draws you a card.
Narset's Reversal ↗
Two mana to copy an opponent's instant or sorcery and send it back to their hand. It is the box's best counterspell-like effect and an easy second spell for Flurry.
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.
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 →
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.
Add, for example
Spirebluff Canal ↗
Enters untapped as long as you control two or fewer other lands, so it is untapped on the turns that matter most.
Seachrome Coast ↗
The white-blue fastland. Same rule as the other fastlands, and it fixes the colors for Swords to Plowshares and the blue cantrips together.
Inspiring Vantage ↗
The red-white fastland, a direct swap for a tapped red-white land.
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.
Add, for example
Path to Exile ↗
One mana to exile a creature at instant speed. Cast as your second spell, Flurry copies it and you exile two.
Lightning Helix ↗
Two mana for 3 damage to any target and 3 life. A copy hits a second target or the same player twice.
Chaos Warp ↗
Three mana to shuffle any permanent into its owner's library. One of the few ways red can answer an enchantment, and Flurry can copy it onto a second permanent.
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.
Cut, for example
Ancestral Vision Suspended for one mana, it draws three cards four turns later. It is far too slow for a deck that wants cards now.
Vanquish the Horde An eight-mana board wipe that gets cheaper with more creatures. Time Wipe already covers this job, and both kill your own Monk tokens.
Add, for example
Counterspell ↗
Two mana, counters anything. The standard to measure every other counterspell against.
Arcane Denial ↗
Two mana to counter any spell. You draw a card at the next upkeep, and the opponent draws up to two, which is fine when the spell was a game-winner.
Dovin's Veto ↗
Two mana to counter a noncreature spell, and it can't be countered. It reliably stops board wipes and combo pieces.
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.
Add, for example
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.
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.
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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