Precon Upgrade Guide
What to cut, what to add, and how to play the Azorius foretell and flicker precon from Kaldheim, commanded by Ranar the Ever-Watchful.

Kaldheim
Phantom Premonition
Tracking foretold cards face-down adds bookkeeping. Out of the box, before any upgrades. How we rate precons
Buy Phantom Premonition on TCGplayer →Phantom Premonition is a value deck built around exiling things on purpose. Ranar the Ever-Watchful makes a 1/1 flying Spirit whenever you foretell a card or exile a permanent with your own spell or ability, so every blink spell and foretold card adds to the board. The box has plenty of creatures with strong enter-the-battlefield abilities to blink. It is held back by a slow mana base, several expensive cards that don't use Ranar at all, and few cheap flicker effects for how many good targets it has.
TurnZero HQ rates Phantom Premonition 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 Phantom Premonition decklist page, and every other precon we cover is on the precon directory.
Ranar the Ever-Watchful is a four-mana 2/3 with flying and vigilance. The first card you foretell each turn costs {0} to foretell instead of {2}. Whenever one or more cards are put into exile from your hand, or a spell or ability you control exiles one or more permanents from the battlefield, you create a 1/1 white Spirit with flying. Foretelling a card and blinking a creature both count.
The deck has two halves that both feed Ranar. Foretell cards like Behold the Multiverse , Saw It Coming and Ravenform get exiled from your hand for free once a turn and cast later for a reduced cost. Flicker effects like Flickerwisp , Restoration Angel , Soulherder and Ghostly Flicker exile creatures and return them, making a Spirit and reusing abilities such as Mulldrifter , Cloudblazer and Cloudgoat Ranger .
Hero of Bretagard grows from the same triggers as Ranar, and Empyrean Eagle and Thunderclap Wyvern pump every flier, so the Spirit tokens become a real attacking force by the midgame.
Ranar the Ever-Watchful ↗
Makes your first foretell each turn free and creates a flying Spirit whenever you foretell or exile your own permanents. Both halves of the deck trigger it.
Soulherder ↗
Blinks one of your creatures at your end step for free and grows each time a creature is exiled. With Ranar, that is an extra Spirit and an extra enters trigger every turn.
Hero of Bretagard ↗
Gets +1/+1 counters from the same events that trigger Ranar. It turns into a flying Angel at five counters and an indestructible God at ten.
Cloudblazer ↗
Draws two cards and gains 2 life when it enters. Every flicker effect in the deck turns it into another two cards.
Restoration Angel ↗
A 3/4 flier with flash that blinks a non-Angel creature you control. It saves a creature from removal and makes a Spirit at instant speed.
Ethereal Valkyrie ↗
Draws a card and foretells a card from your hand whenever it enters or attacks. Each foretell triggers Ranar.
The mana base is the slowest part of the deck. Azorius Chancery , Azorius Guildgate , Gates of Istfell , Glacial Floodplain , Meandering River , Myriad Landscape , Sejiri Refuge and Tranquil Cove all enter tapped, and Marble Diamond and Sky Diamond are rocks that enter tapped too.
The top end is crowded with cards that don't use the commander. Storm Herd costs ten, Day of the Dragons seven and Synthetic Destiny six, while cheap flicker spells that trigger Ranar and an enters ability for one or two mana are missing. See how much removal a Commander deck needs if you want a number for the interaction slots as well.
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 →
Eight lands enter tapped, which makes it hard to foretell, hold up Restoration Angel or cast two spells in a turn.
What to look for White-blue lands that enter untapped: checklands, painlands, fastlands or shocklands.
Cut, for example
Azorius Guildgate Always enters tapped and does nothing else.
Meandering River The same tapped white-blue dual, without even the life gain.
Tranquil Cove Enters tapped for 1 life. The life is rarely worth the lost turn.
Add, for example
Ranar costs four, and a two-mana rock on turn two should get it out on turn three. Rocks that enter tapped can't do that.
What to look for Two-mana artifacts that tap for one of your colors the turn they come down.
Cut, for example
Marble Diamond Enters tapped and makes only white. It does nothing the turn you cast it.
Sky Diamond The blue version, with the same problem.
Each flicker effect makes a Spirit with Ranar, grows Hero of Bretagard, and reuses an enters ability like Cloudblazer's. The box has good targets but few cheap ways to blink them.
What to look for Flicker effects costing one or two mana, or permanents that blink a creature every turn, so you can fit them in alongside foretelling.
Cut, for example
Storm Herd Ten mana to make fliers equal to your life total. It is strong when it resolves, but it is rarely castable before the game is decided.
Day of the Dragons Seven mana to turn your creatures into 5/5 Dragons. It does exile your creatures, but losing the enchantment returns them and sacrifices the Dragons.
Synthetic Destiny Six mana to exile your creatures and replace them with random ones from your library. It trades known enters abilities for unknown ones.
Add, for example
Ephemerate ↗
One mana to blink a creature you control, and rebound casts it again on your next upkeep. Two Spirits and two enters triggers for one card.
Charming Prince ↗
Two mana for a 2/2 that can blink another creature you own until the next end step, or scry 2, or gain 3 life.
Teleportation Circle ↗
Blinks an artifact or creature you control at each of your end steps. A second copy of Soulherder's effect that isn't a fragile 1/1.
Ranar counts permanents your spells exile from the battlefield, including an opponent's. Cheap exile removal answers a threat and makes a Spirit at the same time.
What to look for Instant-speed removal that exiles rather than destroys, ideally for one or two mana.
Cut, for example
Windfall Every player discards and draws the same number of cards. It refills opponents as much as you, and discarding doesn't trigger Ranar.
Meteor Golem Seven mana to destroy one nonland permanent. The cards below do the same job for one mana.
The deck wins with fliers. Ranar adds a Spirit most turns, Migratory Route and Geist-Honored Monk add more, and Empyrean Eagle and Thunderclap Wyvern each give your fliers +1/+1. Marshal's Anthem and Warhorn Blast push a wide air force through for a big turn. The upgrades make each turn produce more Spirits and enters triggers, so that army arrives sooner.
A good fit for a player with some Commander games behind them who likes value and timing. Foretell and flicker ask you to plan a turn ahead and to hold up mana on opponents' turns, which is a step up from a creature deck. It suits someone who enjoys long games and making every card do two things.
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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