Precon Upgrade Guide
What to cut, what to add, and how to play Klingon Fury, the Mardu Star Trek Commander precon led by Worf, Defiant Commander, out November 13, 2026.
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Shown here is the commander's card art, not the box.
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Klingon Fury rewards one habit: attack every opponent you can, every turn. Eight cards carry battlefront, which counts the opponents you attacked this turn, so a split attack at a four-player table makes Worf, Defiant Commander exile three cards for you to play and Rite of Ascension make three hasty 2/1s. It is the easiest of the four Star Trek decks to pilot. What holds it back is a slow start (three of the 23 creatures in the 99 cost two or less), two creature wipes that kill your own Klingons first, two cards that make every player draw, and very little that saves the board once you have committed it. The first upgrades add cheap attackers and draw that only you get, then trade the wipes for protection.
TurnZero HQ rates Klingon Fury a 2 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 Klingon Fury decklist page, and every other precon we cover is on the precon directory.
Battlefront counts opponents, not creatures. Attack all three opponents at a four-player table, even with one 2/1 at each, and every battlefront trigger counts three: Worf, Defiant Commander exiles the top three cards for you to play until the end of your next turn, Martok, Hero of the Empire puts a +1/+1 counter on three creatures, Kurn, Son of Mogh draws you three, and Own the Day costs three less. That is why the deck makes so many small hasty bodies: Worf, Rite of Ascension, Glory to the Empire!, Sins of the Father and Cha'DIch Investigator all make 2/1 Klingon Warriors with haste, and each one is another opponent you can attack.
23 of the deck's 24 creatures are Klingons or Warriors, so the type payoffs reach almost the whole board. Kor, Cause of Vengeance sacrifices a creature on attack to draw a card and give your Klingons and Warriors +2/+2, Gnarling Targ gives them +2/+0 and trample whenever you attack, and Gagh Slinger makes each one cheaper and pings every opponent when one enters. Shared Animosity gives each attacker +1/+0 for every other attacker that shares a creature type, which is nearly all of them.
Goad keeps the other boards busy with each other. Kang, Suspicious Captain, Galvanizing Tenor and Disrupt Decorum goad opponents' creatures, and Koloth, Tribble Hunter gives every player two Tribbles at your end step that are goaded and can't block. Since goaded creatures must attack a player other than you if they can, the creatures you leave behind face fewer attacks than an all-in deck usually does. Kor, Cause of Vengeance is the second commander in the box, for a game where you'd rather sacrifice tokens for cards every attack.
Worf, Defiant Commander ↗
A hasty 2/1 when he enters, then an exiled card to play for each opponent you attacked. Three opponents attacked is three extra cards, available until the end of your next turn.
Rite of Ascension ↗
Whenever you attack, a tapped and attacking 2/1 with haste for each opponent you attacked. The tokens arrive already attacking, so they add damage the turn they are made.
Kurn, Son of Mogh ↗
Three mana with deathtouch, and he draws a card (and costs you 1 life) for each opponent you attacked whenever he attacks. Deathtouch means few players want to block him.
Concerted Effort ↗
At the beginning of each upkeep, your creatures share flying, double strike, first strike, trample and the rest of its list with any creature you control that has them. With Ferocious Colonist out at the start of your upkeep, every creature you control at that point has double strike for the turn. Tokens made later in the turn don't get it.
Shared Animosity ↗
Each attacker gets +1/+0 for every other attacker that shares a creature type with it. Six attacking Klingon Warriors are each +5/+0.
Own the Day ↗
Costs one less for each opponent you attacked, untaps your attackers and gives you another combat, so every battlefront card triggers twice in a turn. World at War does the same, and its rebound brings it back next turn.
The deck starts slowly for an attacking deck. Of the 23 creatures in the 99, three cost two or less (Blood-Sport Champion, Ferocious Colonist and Qo'noS Quartermaster), Worf costs five, and battlefront needs something to attack with before it counts anything. The ramp is fine (38 lands, Sol Ring, Arcane Signet, Mind Stone, three Talismans and The Beacon of Kahless); what is missing is a cheap body to swing with on turns two and three.
Two cards hand the table cards. Ambassador K'Ehleyr has each player draw at the start of your combat, and Alexander, Ship's Fool has each player draw whenever you tap it. An aggressive deck wants its opponents short on answers, and both give every opponent an extra card for each one you get.
Two of the deck's wipes kill your own board first. Vanquish the Horde destroys every creature and gets cheaper the more creatures there are, which in this deck are mostly yours. Pest Control destroys every nonland permanent with mana value 1 or less, and that includes your own 2/1 Klingon Warrior tokens (tokens have mana value 0) and Sol Ring. Ruinous Ultimatum only hits your opponents, so keep that one. Protection is thin for a deck that commits its whole board every turn: Lightning Greaves covers one creature, Valorous Stance saves one creature from a destroy effect, and K'Vort-Class Raider gives hexproof only during your turn. Nothing in the 99 saves the team from a wipe on someone else's turn.
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 →
Battlefront only counts once you attack, and the deck's first real attacks usually come on turn four. A one- or two-mana creature that can attack every turn means Martok, Kurn and Rite of Ascension count opponents from the turn they land, and it is one more body to split across three players.
What to look for Klingons or Warriors that cost two or less (so Kor, Gnarling Targ, Gagh Slinger and Shared Animosity count them), ideally hard to block or able to come back after they die.
Cut, for example
Right of Vengeance Four mana at instant speed to punish creatures that hit you this turn. It does nothing on your own turn, and goad already points most attacks away from you.
Cha'DIch Investigator Five mana for two small Klingon Warriors. Rite of Ascension makes the same 2/1 for free every time you attack.
Add, for example
Changeling Outcast ↗
One mana, can't be blocked, and changeling makes it every creature type, so it is a Klingon and a Warrior for Kor, Gnarling Targ and Shared Animosity. It can attack an opponent safely every turn from turn two on.
Tenacious Underdog ↗
A two-mana Warrior that you can cast again from your graveyard with blitz, for {2}{B}{B} and 2 life: it gains haste, draws a card when it dies, and is sacrificed at end of turn. A late-game attacker you never run out of.
Worf, Kurn and Kor already draw off attacks. The two cards that make every player draw help three opponents for each card you get, which is the wrong trade in a deck that wants to win before they find answers.
What to look for One-sided draw, ideally triggered by the 2/1 tokens the deck makes every turn.
Cut, for example
Ambassador K'Ehleyr Each player reveals and draws at the start of your combat, every turn she is out. She grows, but every opponent gets a card each time you do.
Alexander, Ship's Fool Five mana, and tapping it has each player draw before it deals damage to a random opponent. The damage can land on the player you least want to hit.
Add, for example
Skullclamp ↗
Equip it to a 2/1 token and the token becomes a 3/0 and dies, so you draw two. With Worf, Rite of Ascension and Glory to the Empire! making tokens, equip costs {1} for two cards. With Warleader's Call out your tokens are 3/2s and survive it, so clamp a creature that is still an X/1.
Welcoming Vampire ↗
Draws a card whenever one or more other creatures with power 2 or less enter under your control, once each turn. Every 2/1 token counts, so it draws on almost every turn you attack. Warleader's Call makes the tokens 3/2s, so it stops drawing while the Call is out.
Phyrexian Arena ↗
A card every upkeep for 1 life. Plain, and only for you.
Your creatures are spread across every opponent's battlefield as attackers, so a wipe on someone else's turn costs you more than anyone. Keep Ruinous Ultimatum, which only hits opponents, and spend the other wipe slots on keeping your own board.
What to look for Instant-speed protection for the whole team, or something that keeps your attackers alive in combat. Cheap matters more than powerful.
Cut, for example
Vanquish the Horde Destroys every creature, and costs less the more creatures there are. In this deck most of them are yours.
Pest Control Destroys every nonland permanent with mana value 1 or less. Your 2/1 tokens have mana value 0, so it kills them, and Sol Ring with them.
Add, for example
Unbreakable Formation ↗
Three mana for indestructible on every creature you control. Cast it in your main phase and each one also gets a +1/+1 counter and vigilance, which means attacking everyone and still having blockers.
Clever Concealment ↗
Phases out any number of your nonland permanents until your next turn, which beats exile and -X/-X wipes too. Convoke helps only with untapped creatures, since your attackers stay tapped through other players' turns unless I.K.S. Negh'Var, Imperial Flagship gives them vigilance.
Iroas, God of Victory ↗
Your creatures have menace, and all damage that would be dealt to your attacking creatures is prevented. A split attack with 2/1s is hard to block and costs you nothing when it is.
An attacking deck wants a two-drop on turn two, and three colors with several always-tapped lands makes that hard. Six lands always enter tapped (Canyon Slough, Glittering Massif, Umbral Expanse, Nomad Outpost, Temple of Malice and Path of Ancestry), and three more fetch a tapped basic. The 15 basics already turn on the check lands and the battle lands, so the typed duals matter less here than they look.
What to look for Lands that always enter untapped. A Pathway taps for only one of its two colors, chosen when you play it, so it fixes less than the dual it replaces; the trade is speed for flexibility. Swap one for one so the land count stays at 38.
Cut, for example
Glittering Massif Always enters tapped. Its cycling helps late, but a tapped land on turn two often costs you an attack.
Temple of Malice Always enters tapped, and its scry 1 rarely makes up for it. Unlike the cycling duals it has no land types and nothing to do late.
Umbral Expanse Always enters tapped. Canyon Slough stays as the deck's last cycling dual, and Shattered Landscape also cycles late.
Add, for example
Needleverge Pathway ↗
Always enters untapped, as a red land or a white land, chosen when you play it.
Brightclimb Pathway ↗
Always enters untapped, as a white land or a black land, chosen when you play it.
Blightstep Pathway ↗
Always enters untapped, as a black land or a red land, chosen when you play it.
The deck wins with one or two big combat turns. Attack all three opponents with Rite of Ascension out and you get three more attackers, Glory to the Empire! gives every creature melee so each creature you attacked with gets +3/+3 for the same split attack, and Own the Day or World at War untaps the creatures you declared as attackers for a second combat that triggers every battlefront card again. The Rite tokens entered attacking rather than being declared, so they stay tapped, but Rite makes a fresh set in the new combat. Ruinous Ultimatum clears every opponent's nonland permanents before that turn, and Gagh Slinger and Curzon Dax, Bound by Blood add a point of damage to each opponent as your Klingons enter and die.
A good fit for a first Commander deck, or anyone who likes to attack. The one decision that matters each turn is how to split your attackers so you attack as many opponents as you safely can, and the cards tell you when it worked. It is less suited to players who like to hold back and react, since most of its cards do their work on your own turn. Kor, Cause of Vengeance, in the same box, is the commander to pick if you'd rather turn your tokens into cards.
Checked against the printed decklist on November 1, 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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