Precon Upgrade Guide
What to cut, what to add, and how to play the Jeskai flashback spells precon from Commander 2019, commanded by Sevinne, the Chronoclasm.

Commander 2019
Mystic Intellect
Cast it twice: straightforward value from flashback. Out of the box, before any upgrades. How we rate precons
Buy Mystic Intellect on TCGplayer →Mystic Intellect is a Jeskai spells deck that casts instants and sorceries twice, once from your hand and again from the graveyard. Sevinne, the Chronoclasm copies the first instant or sorcery you cast from your graveyard each turn, so every flashback spell is worth two. The engine is fun and the payoffs are good, but the mana base is one of the slowest in any precon, the top end includes a ten-mana sorcery and an eight-mana creature, and the box ships with Dockside Extortionist , which is banned in Commander.
TurnZero HQ rates Mystic Intellect 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 Mystic Intellect decklist page, and every other precon we cover is on the precon directory.
Sevinne, the Chronoclasm is a five-mana 2/2 that can't be damaged, since all damage that would be dealt to it is prevented. Whenever you cast your first instant or sorcery from your graveyard each turn, Sevinne copies it and you can choose new targets. Flashback, jump-start, retrace and aftermath all count, so Deep Analysis from the graveyard draws four cards and Increasing Devotion makes ten tokens plus five from the copy.
The deck fills its graveyard with spells that are worth casting again: Faithless Looting , Think Twice and Chemister's Insight draw, Devil's Play and Rolling Temblor deal damage, and Fervent Denial counters a spell twice. Backdraft Hellkite gives every instant and sorcery in your graveyard flashback when it attacks.
The payoffs reward every graveyard cast, copy or not. Secrets of the Dead and River Kelpie draw a card each time, Burning Vengeance deals 2 damage, and Thalia's Geistcaller makes a 1/1 flying Spirit. Talrand, Sky Summoner and Guttersnipe trigger on every instant or sorcery you cast from anywhere.
Sevinne, the Chronoclasm ↗
Copies your first instant or sorcery from the graveyard each turn. Flashback draw spells and token makers become twice as strong.
Secrets of the Dead ↗
Three mana to draw a card whenever you cast a spell from your graveyard. Most of the deck's spells can do that, so it is a steady draw engine.
Increasing Devotion ↗
Five tokens from your hand and ten when cast from the graveyard. Sevinne's copy wasn't cast from the graveyard, so it adds five more, fifteen in all.
Backdraft Hellkite ↗
A 4/4 flier that gives every instant and sorcery in your graveyard flashback at its mana cost each time it attacks. It turns your whole graveyard into a second hand.
Talrand, Sky Summoner ↗
A 2/2 flying Drake for every instant or sorcery you cast, copies excluded. In a deck that casts many spells twice, the Drakes add up quickly.
Deep Analysis ↗
Draws two, and its flashback costs only two mana and 3 life. With Sevinne the flashback draws four.
The mana base is very slow. Of the box's nonbasic lands, three are bounce lands, two are guildgates, three are gain lands, and Highland Lake , Stone Quarry , Mystic Monastery and Myriad Landscape also always enter tapped. A five-mana commander in three colors needs untapped lands more than most decks do.
Some cards don't belong. Dockside Extortionist is banned in Commander and must come out before you play the deck at all. Storm Herd costs ten mana and Zetalpa, Primal Dawn costs eight, neither is an instant or sorcery Sevinne can copy, and a few slow mana rocks fill slots that cheaper ramp or interaction would use better. For a target number, see how much ramp a Commander deck needs.
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 →
Sevinne costs five and the deck wants to hold up instants. Lands that always enter tapped make you skip plays on the turns you can least afford it.
What to look for Two-color lands in the deck's three pairs that usually enter untapped. The box has plenty of basics, so check lands that key off a basic type work well.
Cut, for example
Temple of the False God Taps for nothing until you control five lands, the exact turn Sevinne needs that mana to already be there.
Boros Guildgate Always enters tapped and has no other text.
Stone Quarry The same land as the guildgate, without the Gate type.
Sevinne only copies instants and sorceries. A ten-mana sorcery that can't be flashed back and an eight-mana creature both sit in hand while cheap spells would be fueling the engine.
What to look for Instants and sorceries costing one to three mana that you can cast again from the graveyard, or creatures that grant flashback to what is already there.
Cut, for example
Storm Herd Ten mana for flying tokens equal to your life total. It has no flashback, so Sevinne never copies it.
Zetalpa, Primal Dawn Eight mana for a large flier. It is strong once it lands, but it does nothing with the graveyard and costs most of a turn.
Add, for example
Snapcaster Mage ↗
Two mana with flash. It gives an instant or sorcery in your graveyard flashback at its mana cost, which counts as Sevinne's graveyard cast for the turn.
Firebolt ↗
One mana for 2 damage to any target, then again from the graveyard for five. Cheap removal for small creatures that also triggers every graveyard payoff.
The deck's ramp is mostly three- and four-mana artifacts that enter tapped or cost extra to use. Two-mana rocks that tap for colors get Sevinne out a turn sooner.
What to look for Two-mana artifacts that tap for colored mana right away, ideally in more than one of the deck's colors.
Cut, for example
Dockside Extortionist Banned in Commander, so it can't be played. Replace it before anything else.
Empowered Autogenerator Four mana, enters tapped, and makes only one mana the first turn you use it. It is too slow to help cast Sevinne.
Scaretiller A four-mana 1/4 that only puts lands down when it taps. It does nothing with spells.
The deck's counterspell costs five and much of its removal is board wipes. Cheap answers protect Sevinne and keep the game going long enough for the graveyard to matter.
What to look for One- and two-mana instants that remove a creature or counter a spell. Ones you can return with Snapcaster Mage or Backdraft Hellkite are a bonus.
Cut, for example
Bloodthirsty Blade Goads one opponent's creature for a mana a turn. It does nothing with your spells and often just points an attacker at someone else.
Purify the Grave Exiles one card from a graveyard, twice. It is narrow graveyard hate in a deck that wants every slot to be a real spell.
The deck wins with what its spells leave behind. Increasing Devotion from the graveyard with Sevinne makes fifteen tokens, Talrand, Sky Summoner builds a flying army, and Guttersnipe and Burning Vengeance deal damage to opponents with every spell. Devil's Play cast from the graveyard and copied by Sevinne finishes off a player at a large X. The upgrades above mainly get you there a turn sooner with Sevinne already on the battlefield.
A friendly deck for a player who likes casting spells more than attacking. Flashback is easy to learn, and Sevinne's trigger is simple: the first spell you cast from the graveyard each turn happens twice. It is reasonably strong once the lands are fixed. It does ask you to plan which spells to cast from hand and which to save, which is a good habit to learn.
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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