Precon Upgrade Guide

Political Puppets Upgrade Guide

What to cut, what to add, and how to play the Jeskai gifts and group hug precon from Commander 2011, commanded by Zedruu the Greathearted.

Six Magic cards for the Political Puppets Commander precon: Death by Dragons, Arbiter of Knollridge and Dreamstone Hedron on the left, tagged to cut, and Jinxed Idol, Akroan Horse and Swords to Plowshares on the right, tagged to add.
The sealed Political Puppets Commander deck box

Commander 2011

Political Puppets

Difficulty3/5 · Moderate
Power2/5

Giving away permanents for value is a mindset most tables aren't used to. Out of the box, before any upgrades. How we rate precons

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Quick verdict

Political Puppets is a group hug deck with a clever commander and not many cards that use it. Zedruu the Greathearted draws you a card and gains you life each upkeep for every permanent you own that an opponent controls, but the box has only a few permanents you would want an opponent to have. The rest is walls, attack taxes and symmetrical draw that helps the table as much as you. It needs better gifts, more mana and cheaper answers before Zedruu's card draw turns into a way to win.

Colors Jeskai (white-blue-red)
Commander Zedruu the Greathearted
Product Commander 2011 deck
Main plan Group hug and gifts: give opponents permanents that hurt them, draw a card for each one with Zedruu, and hide behind walls and attack taxes

TurnZero HQ rates Political Puppets a 3 out of 5 on difficulty and a 2 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 Political Puppets decklist page, and every other precon we cover is on the precon directory.

How the precon plays

Zedruu the Greathearted has two abilities. For {U}{R}{W} you give target opponent control of a permanent you control. At the beginning of your upkeep you gain X life and draw X cards, where X is the number of permanents you own that your opponents control. Each permanent you hand over is an extra card on every one of your turns for as long as they keep it.

The best things to hand over are permanents that hurt whoever controls them. In the box that means Goblin Cadets , which changes control whenever it blocks or is blocked, and Jötun Grunt , whose cumulative upkeep gets harder to pay every turn. The Vow Auras do a different political job: put one on an opponent's creature and it gets bigger but can't attack you. Chromeshell Crab and Vedalken Plotter exchange control of permanents, so they count for Zedruu while taking something of the opponent's in return.

Around that, the deck plays defense. Propaganda , Ghostly Prison and Windborn Muse tax attacks, walls like Wall of Denial and Plumeveil block, and Howling Mine and Vision Skeins keep everyone drawing so nobody looks at you as the threat. The finish comes from stealing boards with Insurrection or Reins of Power , or flying over with Numot, the Devastator and Dominus of Fealty .

What works out of the box

What needs improvement

Zedruu has too few good things to give away. Most of the deck's permanents are walls and pillowfort enchantments you want to keep, so in practice Zedruu draws one or two cards a turn at best. Trade Secrets is also in the box but is banned in Commander, so that slot needs filling no matter what.

The mana is thin for a three-color deck with a three-color activation. Several of the mana artifacts are slow: Armillary Sphere puts lands in your hand rather than on the battlefield, and Dreamstone Hedron costs six. Removal is also clunky, with fogs and clash cards like Pollen Lullaby where a one-mana answer would do more. How much removal a Commander deck needs is a good number to build toward.

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. Give away better gifts

Every permanent an opponent controls that you own is a card for you each upkeep. The box has few that you would happily hand over, so Zedruu sits idle or gives away something useful.

What to look for Cheap permanents that hurt their controller, help you while someone else holds them, or move to an opponent on their own so you don't need to pay Zedruu's three mana.

2. Add mana rocks for three-color activations

Zedruu costs four and its gift ability costs {U}{R}{W} on top of that. The deck needs cheap rocks that fix all three colors so you can cast spells and give a permanent away in the same turn.

What to look for Two-mana rocks that make colored mana in blue, red or white. Anything at three mana or more is too slow for this job. The mana rocks guide has more options.

Cut, for example

✕

Dreamstone Hedron Six mana for a rock that taps for three. By the time you can cast it, the turns it would have sped up are gone.

✕

Armillary Sphere Costs two, then two more and a sacrifice, just to put two basic lands in your hand. Slow, and it doesn't put mana on the battlefield.

3. Cheaper, cleaner removal

The deck's defense leans on fogs and walls, which buy time but never remove the threat. A few one- to three-mana answers let you deal with the creature or enchantment that would otherwise end the game.

What to look for Instant-speed removal for three mana or less that handles creatures, or any nonland permanent. White and red have the cheapest options.

4. Make the pillowfort pay off

The attack taxes keep you alive, but the top of the curve has big creatures that don't fit the plan. Better taxes and cards that stop a single big attack let you spend the long game drawing with Zedruu.

What to look for Enchantments or artifacts that tax or block attacks on you, cheap enough to cast before the table starts swinging.

Win conditions

The upgraded deck still wins late. Zedruu keeps your hand full while the attack taxes keep you alive, and gifts like Jinxed Idol chip at whoever holds them. When the table is low, Insurrection or Reins of Power turn the biggest board against its owner, and Dominus of Fealty or Numot, the Devastator finish off what is left in the air.

Who should buy this precon

A good pick for someone who enjoys politics and wants a deck that plays the table as much as the cards. Deciding what to give away and to whom takes some judgment, and the stock deck is not very strong, so it suits a casual group that likes long games. It is a poor fit for a player who wants to attack early and finish fast.

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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