Precon Upgrade Guide
What to cut, what to add, and how to play the Izzet big-spells precon from Commander 2021, commanded by Zaffai, Thunder Conductor.

Commander 2021
Prismari Performance
Big spells pay off twice, one of the stronger five. Out of the box, before any upgrades. How we rate precons
Buy Prismari Performance on TCGplayer →Prismari Performance is one of the stronger decks in its product because its big spells do something even before Zaffai, Thunder Conductor rewards them. Every instant or sorcery with mana value 5 or more also makes a 4/4 Elemental, and copy effects like Swarm Intelligence and Dualcaster Mage count too. It is held back by a slow mana base full of tapped lands, a handful of creatures that don't help the spell plan, and little cheap interaction for a blue deck.
TurnZero HQ rates Prismari Performance a 3 out of 5 on difficulty and a 4 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 Prismari Performance decklist page, and every other precon we cover is on the precon directory.
Zaffai, Thunder Conductor has magecraft, so it triggers whenever you cast or copy an instant or sorcery. Every trigger scries 1. If the spell's mana value is 5 or greater you also create a 4/4 blue and red Elemental, and at 10 or greater Zaffai deals 10 damage to an opponent chosen at random. Copies count, and a copy keeps the original's mana value, so copying a big spell is worth a second token.
The deck is stocked with spells that cost five or more and still affect the board: Aether Gale bounces six permanents, Elemental Masterpiece makes two more 4/4s, and Apex of Power costs ten, which turns on Zaffai's damage clause on top of a huge turn. Veyran, Voice of Duality makes Zaffai trigger twice per spell, and Swarm Intelligence , Naru Meha, Master Wizard and Dualcaster Mage copy what you cast.
The ramp is built for that top end. Storm-Kiln Artist makes a Treasure for every spell, Seething Song and Mana Geyser add a burst of red mana, and Jaya Ballard adds three red mana a turn for instants and sorceries.
Zaffai, Thunder Conductor ↗
Each instant or sorcery with mana value 5 or more makes a 4/4 Elemental, and copies count, so every big spell leaves a body behind.
Veyran, Voice of Duality ↗
Doubles every magecraft and cast trigger from your permanents. With Zaffai out, a single big spell makes two 4/4s.
Storm-Kiln Artist ↗
Makes a Treasure every time you cast or copy an instant or sorcery, which pays for the next big spell.
Swarm Intelligence ↗
Copies every instant or sorcery you cast. A copy of a big spell triggers Zaffai again at full mana value.
Aether Gale ↗
Five mana to bounce six nonland permanents. It clears the way for your Elementals and makes one more.
Talrand, Sky Summoner ↗
Every instant or sorcery makes a 2/2 flying Drake, which gives the deck bodies even from its cheap cantrips.
The mana base is slow. Forgotten Cave , Lonely Sandbar , both Deserts, Memorial to Genius , Prismari Campus , Temple of Epiphany and Izzet Boilerworks all enter tapped, as does Myriad Landscape , and Temple of the False God makes nothing until your fifth land. A deck that wants to cast five-mana spells on time can't afford to lose a turn to its lands.
Several creatures don't push the plan. Humble Defector , Sly Instigator and Living Lore are cute, but none of them make your spells cheaper or more numerous. The deck also has only Reinterpret , Traumatic Visions and Resculpt to answer an opponent at instant speed. See how much removal a Commander deck needs for a target.
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 →
Zaffai rewards any instant or sorcery with mana value 5 or more, so the best big spells are ones that also stop an opponent. That fixes the deck's lack of interaction and its token engine at the same time.
What to look for Instants with mana value 5 or more that counter, bounce, or draw. Mana value is what matters for Zaffai, not what you actually pay.
Cut, for example
Humble Defector Draws two cards, then goes to an opponent who can do the same. It helps the table as much as you and isn't a spell.
Sly Instigator Goads one creature a turn for one mana. It is a fine political tool but has no connection to your spells.
Living Lore Its size depends on an exiled spell, and it has to deal combat damage before it pays off. Too slow and too fragile for what it does.
Add, for example
Mystic Confluence ↗
Five-mana instant with three modes from counter unless they pay three, bounce a creature, or draw a card. It makes a 4/4 with Zaffai out.
Sublime Epiphany ↗
Six-mana instant that can counter a spell, counter an ability, bounce a permanent, copy your creature and draw a card all at once.
Spell Swindle ↗
Five-mana counterspell that makes Treasures equal to the countered spell's mana value, so stopping a big spell pays for your next one.
Cost reducers lower what you pay, not a spell's mana value, so a seven-mana sorcery cast for six still triggers Zaffai.
What to look for Permanents that make instants and sorceries cost less, ideally at two or three mana so they come down before the big turns.
Cut, for example
Elementalist's Palette Its bonus mana only goes to spells with X in the cost, and this deck has two. Most of the time it is a three-mana rock for one mana.
Charmbreaker Devils Six mana for a creature that returns a random spell each upkeep. It is slow, and the random pick is often a cantrip.
Add, for example
Goblin Electromancer ↗
Two mana: instants and sorceries cost one less. It is also a Wizard for Naru Meha.
Baral, Chief of Compliance ↗
Two mana: instants and sorceries cost one less, and you loot each time one of your spells counters something.
Archmage of Runes ↗
Instants and sorceries cost one less, and each one you cast draws a card. A strong engine on a 3/6 body.
When the deck taps out for a big spell it has nothing left for the opponent's threat. One- to three-mana answers let you protect your turn and still develop.
What to look for Counterspells or flexible removal costing three mana or less, so you can hold one up next to your main play.
Cut, for example
Inferno Project Seven mana for a trampling creature that only grows from your graveyard. It isn't an instant or sorcery, so it doesn't trigger Zaffai either.
Erratic Cyclops A 0/8 that only hits hard on turns you cast a spell. Your Elementals already provide the beaters.
Add, for example
Counterspell ↗
Two mana to counter any spell. Easy to hold up next to a big turn.
Arcane Denial ↗
Two mana to counter any spell. The caster draws up to two later and you draw one, so use it on threats that matter.
Chaos Warp ↗
Three mana to shuffle any permanent into its owner's library. It is red's answer to an enchantment or artifact.
Nine tapped lands and Temple of the False God are a lot of lost tempo in a deck that wants to cast five-mana spells on turn five.
What to look for Lands that tap for blue or red and usually enter untapped. The land and mana base guide covers the options.
Cut, for example
Forgotten Cave Enters tapped and makes only red. Cycling is useful late, but an untapped dual is better on the turns you need mana.
Lonely Sandbar Enters tapped and makes only blue, with the same tradeoff as Forgotten Cave.
Temple of the False God Makes no mana until you control five lands, which is when you needed it most.
Add, for example
Sulfur Falls ↗
Taps for blue or red and enters untapped if you control an Island or a Mountain.
Frostboil Snarl ↗
Taps for blue or red and enters untapped if you reveal an Island or Mountain from your hand.
Spirebluff Canal ↗
Taps for blue or red and enters untapped during your first three land drops.
The upgraded deck still wins with a board of 4/4 Elementals. Each big spell you cast or copy with Zaffai, Thunder Conductor out adds another, Veyran, Voice of Duality doubles them, and Aether Gale clears blockers the turn before you swing. Apex of Power can end the game on its own by adding ten mana, triggering Zaffai's 10 damage, and letting you cast from the top seven cards. The interaction added above makes sure an opponent can't stop that turn.
A good pick for a player who likes casting big, splashy spells and doesn't mind a little bookkeeping. You need to track mana value for each Zaffai trigger, count Veyran's doubled triggers, and decide when to hold up a counterspell. It is a moderate deck to pilot, and it gets demanding once the cost reducers and copy effects start stacking up in one turn.
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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