Precon Upgrade Guide

Mirror Mastery Upgrade Guide

What to cut, what to add, and how to play the Temur copy-and-ramp precon from Commander 2011, commanded by Riku of Two Reflections.

Six Magic cards for the Mirror Mastery Commander precon: Ruination, Collective Voyage and Rapacious One on the left, tagged to cut, and Mulldrifter, Peregrine Drake and Mystic Snake on the right, tagged to add.
The sealed Mirror Mastery Commander deck box

Commander 2011

Mirror Mastery

Difficulty3/5 · Moderate
Power3/5

Two separate copy triggers to track, on creatures and on spells alike. Out of the box, before any upgrades. How we rate precons

Buy Mirror Mastery on TCGplayer →

Quick verdict

Mirror Mastery is a ramp deck whose commander doubles your best spells for two extra mana. Riku of Two Reflections copies every instant or sorcery you cast for {U}{R} and every nontoken creature that enters for {G}{U}, so a ramp spell becomes two ramp spells and an enters-the-battlefield creature does its job twice. Too many of the deck's creatures are big bodies with nothing to copy, though, and the deck has almost no way to stop an opponent's spell. Swapping those slots for value creatures, cheaper ramp and a few counterspells makes Riku's copies count.

Colors Temur (blue-red-green)
Commander Riku of Two Reflections
Product Commander 2011 deck
Main plan Copy everything: ramp into Riku, then pay extra to copy your instants, sorceries and creatures with enters-the-battlefield abilities

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

How the precon plays

Riku of Two Reflections has two triggers. Whenever you cast an instant or sorcery, you may pay {U}{R} to copy it and choose new targets. Whenever another nontoken creature you control enters, you may pay {G}{U} to create a token copy of it. The token has the same enters-the-battlefield ability, so it triggers again.

The deck's ramp spells come first. Cultivate , Kodama's Reach and Explosive Vegetation fetch two lands each, and with Riku out a copy fetches two more. That mana pays for the copies of creatures like Aethersnipe , which bounces a second permanent, Fierce Empath , which finds a second big creature, and Spitebellows , whose token deals 6 damage to a creature when it leaves.

The finishers are large creatures like Hydra Omnivore , Simic Sky Swallower and Intet, the Dreamer , plus Magmatic Force , which deals 3 damage at the start of every upkeep. Riku copying one of them is often enough to close the game.

What works out of the box

What needs improvement

A lot of the creature slots go to big bodies with no enters-the-battlefield effect, like Rapacious One , Baloth Woodcrasher and Valley Rannet . Riku can still copy them, but a copy of a vanilla creature is a much weaker use of two mana than a second card drawn or a second permanent removed.

The deck has only Spell Crumple to stop a spell, and its sweepers like Ruination and Death by Dragons often hurt you as much as the opponents. The mana base also has many tapped lands for a deck that wants to pay two extra colored mana on top of each spell. The land and mana base guide covers what to aim for.

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. Creatures worth copying

Riku's creature copy is only worth its two mana when the creature does something on entering. Cheap value creatures make every copy a second card, a second land or a second untap.

What to look for Creatures costing five or less with an enters-the-battlefield effect that draws, ramps, or removes something. A Riku copy should be worth at least a card.

2. Cheaper ramp to cast Riku sooner

Riku costs five and every copy costs two more. The deck needs to get to seven mana quickly, and the two-mana ramp spells are the ones you can also copy cheaply later.

What to look for Two-mana ramp spells or rocks, ideally ones that put a land onto the battlefield untapped. Check how much ramp a Commander deck needs for a target count.

Cut, for example

✕

Collective Voyage Every player can chip in mana and every player gets the same number of lands. It ramps your opponents as much as you.

✕

Armillary Sphere Four mana over two turns to put two basic lands in your hand, not onto the battlefield.

3. Stop the spells that beat you

A ramp deck that spends its early turns building mana is weak to a fast combo or an early board wipe. Blue counterspells fill that gap, and a few slots open up by cutting cards that hurt you as much as the table.

What to look for Counterspells at four mana or less, and creatures with flash that counter a spell, since Riku can copy those too.

Cut, for example

✕

Ruination Destroys all nonbasic lands, including your own bounce lands, refuges and Vivid lands. It sets you back as far as anyone.

✕

Death by Dragons Gives every other player a 5/5 flying Dragon. Copying it with Riku only makes it worse.

✕

Vow of Flight Pumps a creature, gives it flying and stops it attacking you. A weak use of a slot in a deck with this many big creatures already.

4. Lands that enter untapped

Riku wants {U}{R} or {G}{U} open on top of whatever you cast. Too many lands that enter tapped or tap only for colorless make that hard on the turn you need it.

What to look for Two-color lands in any pair of blue, red and green that usually enter untapped.

Win conditions

The upgraded deck wins by turning Riku's copies into more mana and cards than anyone else at the table, then landing two copies of a finisher. Hydra Omnivore spreads its damage to every opponent, Magmatic Force hits something every upkeep, and Simic Sky Swallower is hard to answer with its shroud. Counterspells keep the table from undoing all that ramp with one spell.

Who should buy this precon

A good pick for a player who enjoys ramp and big turns and is happy to do some mana math. Each copy costs two specific colors, so you have to plan which spells to double and keep the right mana open. That makes it a moderate deck to pilot, with a clear plan that is easy to learn.

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.

Create Free Account