Precon Upgrade Guide

Obscura Operation Upgrade Guide

What to cut, what to add, and how to play the Esper unblockable-attackers precon from Streets of New Capenna, commanded by Kamiz, Obscura Oculus.

Six Magic cards for the Obscura Operation Commander precon: Nightmare Unmaking, Stolen Identity and Jailbreak on the left, tagged to cut, and Ingenious Infiltrator, Anguished Unmaking and Counterspell on the right, tagged to add.
The sealed Obscura Operation Commander deck box

Streets of New Capenna

Obscura Operation

Difficulty3/5 · Moderate
Power3/5

Connive rewards choosing what to keep each turn. Out of the box, before any upgrades. How we rate precons

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Quick verdict

Obscura Operation is a deck of creatures that do something when they hit a player, led by a commander that makes sure one of them gets through every turn. Kamiz, Obscura Oculus makes an attacker unblockable, has it connive, and gives a smaller attacker double strike, so your best trigger lands once or twice each combat. The engine is strong, but the deck plays wipes that clear its own board, a lot of lands that enter tapped, and several expensive spells where cheap threats would do more.

Colors Esper (white-blue-black)
Commander Kamiz, Obscura Oculus
Product Streets of New Capenna Commander deck (2022)
Main plan Combat-damage triggers: make one attacker unblockable each turn, connive for card quality, and steal cards from opponents

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

How the precon plays

Kamiz, Obscura Oculus triggers whenever you attack. A target attacking creature can't be blocked this turn and connives: you draw a card, discard a card, and if the discard wasn't a land, that creature gets a +1/+1 counter. Then you choose another attacking creature with lower power, and it gains double strike until end of turn. Every combat you get a card filtered, a guaranteed hit, and a second creature that deals damage twice.

The creatures are chosen to make that hit count. Thief of Sanity and Fallen Shinobi let you cast cards from an opponent's library, Dragonlord Ojutai and Shadowmage Infiltrator draw, and Silent-Blade Oni casts a spell from the opponent's hand for free. Ninjutsu creatures like Fallen Shinobi can swap in for whichever creature Kamiz made unblockable.

Equipment carries the plan when the creatures are small. Mask of the Schemer makes the equipped creature connive once for each point of damage it deals, and Quietus Spike on a double striker takes half of a player's life twice in one combat.

What works out of the box

What needs improvement

Three of the deck's sweepers work against it. Nightmare Unmaking exiles creatures by power, which often includes your own after a few connive counters, Dusk // Dawn destroys every creature with 3 or more power, and Austere Command needs careful mode choices to avoid your side. A deck that wins by combat wants targeted answers instead.

The mana and curve are slow. Three Thriving lands, Arcane Sanctum , Creeping Tar Pit , Temple of Silence , Path of Ancestry and Myriad Landscape all enter tapped, and cards like Stolen Identity and Writ of Return cost six and five mana for effects that don't add to the combat plan.

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. Swap board wipes for targeted removal

Kamiz wants a board of small evasive creatures that each have a trigger. Wipes that remove creatures by power hit your own team as often as an opponent's.

What to look for Removal costing three mana or less that handles one permanent, ideally anything from creatures to enchantments, so it covers the threats a combat deck can't race.

Cut, for example

✕

Nightmare Unmaking Exiles creatures by comparing power to the number of cards in your hand. It is hard to control, and your connived creatures are often on the wrong side of it.

✕

Dusk // Dawn Dusk destroys every creature with 3 or more power, which includes Kamiz's best attackers once they have counters.

2. Add cheap creatures that cash in on a hit

The deck's best turns come from having several attackers out early, but too much of the curve sits at five mana and up. Cheap creatures with combat-damage triggers or ninjutsu get the engine going sooner.

What to look for Creatures costing three mana or less that draw or generate value when they connect, or ninjas that can trade in for the attacker Kamiz made unblockable.

Cut, for example

✕

Stolen Identity Six mana for a token copy of one creature or artifact. Cipher can repeat it, but the deck has cheaper ways to win a combat.

✕

Writ of Return Five mana to return one creature from your graveyard tapped. It is slow for what it does.

✕

Identity Thief Exiles a creature only until the next end step and copies it for one turn. Its effect rarely lasts long enough to matter.

3. Fix the tapped lands

Kamiz costs four mana across three colors, and the deck has eight lands that always enter tapped. Untapped duals get it out on time.

What to look for Dual lands in two of your colors that usually enter untapped, such as check lands that look for a basic land type you already control.

Cut, for example

✕

Thriving Heath Always enters tapped. It fixes two colors, but untapped dual lands do the same without costing a turn.

✕

Thriving Isle Another land that always enters tapped, in a deck that already has too many.

✕

Thriving Moor The same issue as the other Thriving lands.

4. Stop the spells that end your plan

The deck's only counterspells are An Offer You Can't Refuse and a mode on Obscura Charm . A combat deck loses to a board wipe it can't answer, and it has little protection for its creatures.

What to look for Cheap counterspells, or instants that keep your creatures alive through a wipe. Two or three mana is the target.

Cut, for example

✕

Jailbreak Returns a permanent from an opponent's graveyard to that opponent first, then gets you something of equal or lesser value. It helps the table as much as you.

✕

Inkfathom Witch A 1/1 with fear whose ability costs four mana. Kamiz already gets an attacker through each turn.

Win conditions

The upgraded deck still wins through Kamiz's combat trigger. Make your best damage-trigger creature unblockable, give a second attacker double strike, and let cards like Fallen Shinobi and Thief of Sanity pull resources from your opponents each turn. Quietus Spike on a double striker is the fastest finish, cutting a player's life in half twice in one combat.

Who should buy this precon

A good fit for someone comfortable with Commander basics who likes attacking with small evasive creatures and stealing opponents' cards. Kamiz asks you to pick targets and order connives each turn, and ninjutsu adds a timing decision in the middle of combat. It is moderate to play and lands at about the power of a typical precon.

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.

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