Precon Upgrade Guide
What to cut, what to add, and how to play the Mardu legends precon from Dominaria United, commanded by Dihada, Binder of Wills.

Dominaria United
Legends' Legacy
Legendary matters: a simple payoff to build toward. Out of the box, before any upgrades. How we rate precons
Buy Legends' Legacy on TCGplayer →Legends' Legacy is a deck built almost entirely from legendary creatures, led by a planeswalker that finds more of them. Dihada, Binder of Wills digs four cards deep for legends and turns the misses into Treasures, which keeps the hand full and the mana flowing. The deck's problems are a three-color mana base with many tapped and colorless lands, a few cards that do little in this list, and not much to keep a key legend alive.
TurnZero HQ rates Legends' Legacy 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 Legends' Legacy decklist page, and every other precon we cover is on the precon directory.
Dihada, Binder of Wills is a four-mana planeswalker that can be your commander. Its +2 gives up to one legendary creature vigilance, lifelink and indestructible until your next turn. Its -3 reveals the top four cards, puts any legendary cards into your hand and the rest into your graveyard, and makes a Treasure for each card that went to the graveyard. Its -11 takes control of every nonland permanent for a turn, untaps them and gives them haste.
The early game is about putting Dihada down behind a few blockers, then alternating the +2 and -3 to keep it alive while it draws legends. Cheap legends like Kari Zev, Skyship Raider , Drana, Liberator of Malakir and Captain Lannery Storm defend Dihada and pressure opponents.
The payoffs reward a board full of legends. Shanid, Sleepers' Scourge draws a card for every legendary spell you cast, Arvad the Cursed gives your other legends +2/+2, Cadric, Soul Kindler makes a hasty copy of each legend that enters, and Primevals' Glorious Rebirth returns every legendary permanent from your graveyard at once.
Dihada, Binder of Wills ↗
Digs four cards for legends and makes a Treasure for every miss. It keeps cards and mana coming every other turn.
Shanid, Sleepers' Scourge ↗
Draws a card for each legendary spell or legendary land you play, and gives your other legends menace. In this deck that is a card on most turns.
Arvad the Cursed ↗
A five-mana lifelink, deathtouch body that gives every other legendary creature +2/+2. Nearly the whole deck benefits.
Cadric, Soul Kindler ↗
Makes a hasty token copy of each nontoken legend that enters for one mana. Enter triggers happen twice, and the copies attack right away.
Primevals' Glorious Rebirth ↗
Returns every legendary permanent card from your graveyard to the battlefield. After a board wipe it rebuilds the board in one spell.
Three colors with this many tapped lands make the early turns slow. The three Temples, three bouncelands, Nomad Outpost and Bojuka Bog all enter tapped, and Mikokoro, Center of the Sea , Geier Reach Sanitarium and Tyrite Sanctum only make colorless. A deck with this many double-pip spells, like Kaya's Wrath and Bedevil , needs better fixing. See the land and mana base guide.
Dihada also needs protecting. The deck has Unbreakable Formation and Dihada's own +2, but few other ways to keep its best legends alive through removal or a wipe, and its spot removal is mostly three mana.
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 →
Most of the deck's cards need two different colors, and several need double pips. Lands that make two colors untapped help more than any other single change.
What to look for Dual lands in any two of red, white and black that usually enter untapped, or utility lands that make colored mana for legendary spells.
Cut, for example
Mikokoro, Center of the Sea Taps for colorless, and its ability draws every player a card. It helps opponents as much as you.
Geier Reach Sanitarium Colorless, and its loot ability is symmetrical. It is legendary, which triggers Shanid, but a colored land helps more.
Tyrite Sanctum Colorless, and its ability only puts a counter on a legend or makes a God indestructible. Too slow for a land slot.
Add, for example
Plaza of Heroes ↗
Makes any color for legendary spells, which is nearly every spell in this deck. It can also give a legend hexproof and indestructible in a pinch.
Spectator Seating ↗
Taps for red or white and enters untapped as long as you have two or more opponents.
Luxury Suite ↗
Taps for black or red and enters untapped in multiplayer, like Spectator Seating.
Shattered Sanctum ↗
Taps for white or black and enters untapped once you control two other lands.
Dihada costs four and wants to come down before opponents have attackers. Two-mana rocks that make colored mana put it out a turn early and fix the colors at the same time.
What to look for Rocks costing two mana or less that make two of the deck's colors, or any color with a legend out.
Cut, for example
Sword of the Chosen Gives one legendary creature +2/+2 until end of turn. A small effect for a card slot.
Hedron Archive Four mana for two colorless mana. In a three-color deck, cheaper colored rocks are a better fit.
Add, for example
Talisman of Indulgence ↗
Two mana, taps for black or red at the cost of 1 damage, or colorless for free.
Talisman of Hierarchy ↗
Two mana, taps for white or black at the cost of 1 damage, or colorless for free.
Mox Amber ↗
Costs nothing and taps for any color among your legendary creatures and planeswalkers. With Dihada or any legend out, it fixes and ramps.
A planeswalker commander needs threats answered quickly. The deck's removal mostly costs three, and two of its creatures barely help the plan.
What to look for One- to three-mana instants that answer creatures, or any nonland permanent, and ideally do a second job.
Cut, for example
Ashling the Pilgrim Its big ability deals damage to every creature and player, including your own legends and you. It is hard to use well in this deck.
Zeriam, Golden Wind Only makes tokens when a Griffin deals combat damage, and it is the only Griffin in the deck.
Add, for example
Swords to Plowshares ↗
One-mana instant that exiles any creature. Its controller gains life equal to its power.
Anguished Unmaking ↗
Three-mana instant that exiles any nonland permanent for 3 life.
Kolaghan's Command ↗
Picks two of returning a creature card to hand, discard, destroying an artifact, or 2 damage. It answers a small threat and gets a legend back at once.
The deck's payoffs, like Arvad and Cadric, need other legends next to them. Protection lets you survive a board wipe or removal aimed at your best creature.
What to look for Cheap instants that give your creatures indestructible, or equipment that gives a key creature shroud.
Cut, for example
Zetalpa, Primal Dawn Eight mana for a big flier. It is hard to kill, but it costs most of a turn cycle in a deck whose plan works at four and five mana.
Gerrard's Hourglass Pendant Stops extra turns and returns permanents that died this turn for four mana. Situational, and it doesn't advance your plan.
Add, for example
Flawless Maneuver ↗
Your creatures gain indestructible until end of turn. With Dihada on the battlefield, it costs nothing.
Boros Charm ↗
Two mana for one of indestructible for your permanents, double strike on one creature, or 4 damage to a player or planeswalker.
Lightning Greaves ↗
Equip for free: the creature gains haste and shroud. Move it to whichever legend you most need to protect.
The upgraded deck wins through combat with a board of legends. Arvad the Cursed and Day of Destiny pump them, Shanid, Sleepers' Scourge gives them menace, and Cadric, Soul Kindler adds hasty copies. Josu Vess, Lich Knight kicked makes eight Zombie Knights for a late swing. If Dihada, Binder of Wills reaches eleven loyalty, its ultimate takes every opponent's board for a turn and usually ends the game.
A good fit for a newer player who likes recognizable legendary characters and a planeswalker commander. Dihada's choices are simple: protect a legend or dig for more. The main thing to learn is keeping Dihada defended, since opponents will attack it. The upgrades above make that easier.
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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