Precon Upgrade Guide
What to cut, what to add, and how to play the Jeskai superfriends precon from Commander Masters, commanded by Commodore Guff.

Commander Masters
Planeswalker Party
Loyalty math across several walkers at once. Out of the box, before any upgrades. How we rate precons
Buy Planeswalker Party on TCGplayer →Planeswalker Party is a superfriends deck with plenty of walkers, a commander that adds loyalty to the others every turn, and a lot of ways to keep attackers away from them. Commodore Guff makes the deck's plan easy to follow: build a board of planeswalkers, then use its minus ability to draw cards and burn each opponent. The weak spots are several cards that hand opponents free cards, a few cheap creatures that do little, a mana base full of taplands, and no counterspells to stop the board wipe or combo that beats you.
TurnZero HQ rates Planeswalker Party 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 Planeswalker Party decklist page, and every other precon we cover is on the precon directory.
Commodore Guff is a four-mana planeswalker that can be your commander. At the beginning of your end step it puts a loyalty counter on another planeswalker you control. Its +1 makes a 1/1 Wizard token that taps for red mana you can only spend on planeswalker spells, and its -3 draws X cards and deals X damage to each opponent, where X is the number of planeswalkers you control.
The rest of the deck adds walkers and keeps them alive. Oath of Teferi and The Chain Veil let you activate loyalty abilities more than once a turn, Deepglow Skate doubles every counter, and proliferate cards like Flux Channeler , Grateful Apparition and Karn's Bastion add loyalty across the board. Norn's Annex , Onakke Oathkeeper , Wall of Denial and Fog Bank slow attacks aimed at your planeswalkers.
Chandra, Legacy of Fire is the deck's quiet win condition. At your end step it deals damage to each opponent equal to the number of planeswalkers you control, which adds up quickly alongside Guff's -3.
Commodore Guff ↗
Adds loyalty to another walker every end step and turns a wide board of planeswalkers into cards and damage to every opponent.
Oath of Teferi ↗
Each of your planeswalkers can use loyalty abilities twice a turn. That doubles the output of every walker in the deck.
Deepglow Skate ↗
Doubles every kind of counter on any permanents you choose. With a few walkers out, that is a full turn's worth of loyalty in one card.
Chandra, Legacy of Fire ↗
Burns each opponent at your end step for the number of planeswalkers you control and ramps you with its +1.
Flux Channeler ↗
Proliferates on every noncreature spell you cast, which includes each new planeswalker.
Elspeth, Sun's Champion ↗
Three Soldier tokens a turn protect the other walkers, and its -3 clears big attackers.
Several cards help opponents as much as you. Jace Beleren 's +2 and Teyo, Geometric Tactician 's +1 both give an opponent a card, and Guff Rewrites History gives every player a random free spell. In a deck that wants to stay ahead on cards while its walkers tick up, those are real costs.
The deck has no counterspells, so a board wipe that hits planeswalkers or an opponent's combo resolves unopposed. The mana base also has three Temples, a Mystic Monastery and several filter lands, which makes the early turns clunky for a three-color deck.
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 →
Every planeswalker raises the X on Guff's -3 and Chandra's end-step burn. Cheap creatures that don't protect the walkers are the easiest slots to trade.
What to look for Planeswalkers costing four to six mana that protect themselves on arrival, ideally with an ability you can use on an opponent's turn.
Cut, for example
Cartographer's Hawk A 2/1 flier that only finds a land if it connects with a player who has more lands. It rarely matters after the first few turns.
Oreskos Explorer Finds Plains only when opponents have more lands than you, and leaves a 2/2 behind. The deck has better ramp in its rocks.
Kazuul, Tyrant of the Cliffs Makes Ogres only when you are attacked and the attacker doesn't pay. It doesn't add loyalty or count as a planeswalker.
Add, for example
The Wandering Emperor ↗
Has flash and can use loyalty abilities at instant speed the turn it enters. It makes 2/2 blockers or exiles a tapped attacker.
Teferi, Master of Time ↗
Its loyalty abilities work on any player's turn, so it loots or phases out an attacker during opponents' turns as well as yours.
Chandra, Hope's Beacon ↗
Its +2 adds two mana, its minus deals damage to two targets, and it copies your first instant or sorcery each turn.
Two of the deck's walkers draw cards for an opponent every time they tick up. Replacing them with one-sided draw keeps you ahead.
What to look for Draw spells that also proliferate, or cheap card draw that only helps you.
Cut, for example
Jace Beleren Its +2 makes each player draw a card. Using it every turn gives the whole table extra cards.
Teyo, Geometric Tactician Its +1 draws a card for you and for an opponent, and its -2 only redirects attacks until your next turn.
A three-color deck that wants to cast a planeswalker and still hold up protection can't afford many lands that enter tapped.
What to look for Two-color lands in the Jeskai pairs that enter untapped in normal play, such as checklands, painlands or shocklands.
Cut, for example
Temple of Epiphany Always enters tapped. Scry 1 is a small bonus for losing tempo.
Temple of Triumph Same as Temple of Epiphany: it always enters tapped.
Superfriends loses to a board wipe that hits planeswalkers or to a combo it can't interact with. The deck has removal but nothing that stops a spell.
What to look for Counterspells costing two or three mana, so you can hold one up after casting a planeswalker.
Cut, for example
Guff Rewrites History Shuffles one permanent per player away and gives each player a random free spell. The outcome is too random to plan around.
Silent Arbiter Limits combat to one attacker for every player, including your Wizard tokens and Sparkshaper Visionary's flying Birds.
The upgraded deck wins the way the precon does, only with more walkers on the table. Build to four or five planeswalkers behind Norn's Annex and the walls, then use Commodore Guff 's -3 to draw a handful of cards and hit every opponent at once. Chandra, Legacy of Fire adds damage every end step, and Oath of Teferi lets Guff use its -3 and a second ability in the same turn.
Suited to a player who has played a few games of Commander and likes thinking a turn or two ahead. Each planeswalker gives you a choice of abilities every turn, and you have to judge which threats are aimed at your walkers, so there is more to track than in a creature deck. A complete beginner may find the number of decisions heavy at first.
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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