Precon Upgrade Guide

Reign of Dragons Upgrade Guide

What to cut, what to add, and how to play the mono-red Dragon precon from the Foundations Commander decks, commanded by Lathliss, Dragon Queen.

Beginner
Lathliss, Dragon Queen card art

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Shown here is the commander's card art, not the box.

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Quick verdict

Reign of Dragons is the deck a new player buys because they want to cast Dragons, and it does not make them wait: eight separate cards make Dragon spells cheaper or produce mana for them, so the six-drops start landing on turn four rather than turn six. Lathliss then doubles every one of them into a 5/5 token. The weakness is the same one every big-creature red deck has — no way to protect the board, almost no way to refill the hand, and a curve that punishes any turn where the ramp doesn't show up.

Colors Mono-Red (R)
Commander Lathliss, Dragon Queen
Product Foundations Commander deck, $29.99 MSRP
Main plan Dragon typal, cost reduction and Treasure ramp, evasive damage

TurnZero rates Reign of Dragons a 3 out of 5 on strength and a 2 out of 5 on difficulty. See it alongside every other precon we cover on the precon directory.

How the precon plays

Lathliss, Dragon Queen creates a 5/5 flying Dragon token whenever another nontoken Dragon you control enters, and pumps the whole team for {1}{R}. That turns every Dragon in the deck into roughly twice its printed body, which is why the 99 is built to cast as many of them as early as possible.

The ramp is all Dragon-shaped: Dragonspeaker Shaman takes two off every Dragon spell, Dragonlord's Servant and Nogi, Draco-Zealot take one, Herald's Horn takes another, and Orb of Dragonkind , Carnelian Orb of Dragonkind and Haven of the Spirit Dragon make mana that can only be spent on them. Treasure fills the rest: Rapacious Dragon , Unexpected Windfall , Sarkhan, Dragon Ascendant and Hit the Mother Lode all leave tokens behind.

Once the Dragons land, the damage payoffs do the closing. Scourge of Valkas and Dragon Tempest both deal damage equal to your Dragon count each time one enters — with Lathliss on the battlefield, one Dragon spell triggers both twice. Warstorm Surge turns every creature into a bolt, Terror of Mount Velus hands the board double strike, and Drakuseth, Maw of Flames deals ten damage spread across the table every time it attacks.

What works out of the box

What needs improvement

Card advantage is thin and most of it is impulse draw — Outpost Siege , Count on Luck , Thundermane Dragon and Dragonhawk, Fate's Tempest all exile off the top and give you one turn to use it, which is real but punishing when the mana isn't there. Mono-red's genuine draw is Dragon's Hoard and Bonders' Enclave , and two sources is not enough. See how much card draw a Commander deck needs →.

The deck also has no protection. Every Dragon in it is a five- or six-mana investment that a single removal spell answers, and Swiftfoot Boots is the only card in the 99 that says otherwise. With a curve this high, one wipe is often the game. See how much protection to run →.

10 cards to cut

Each of these has a real function. None of them earns its slot in this specific 99.

Magmaquake deals X damage to each creature without flying — and almost every creature you control has flying, which sounds ideal until you notice the deck's own ramp creatures are the ones that die.

Chain Reaction scales with the number of creatures on the battlefield, and you are usually the player with the most.

Breath Weapon deals 2 to each non-Dragon creature. It spares your Dragons and misses everything a table plays that actually threatens you.

Count on Luck costs {R}{R}{R} for one impulse card a turn — triple red on turn three in a deck that wants that mana for ramp.

Anger only grants haste from the graveyard, and the deck has no discard outlet to put it there other than two rummage spells.

Goldlust Triad is a five-mana 4/3 whose myriad copies are tapped and attacking — good on an empty board, bad into any blockers, and it dies to everything.

Firespitter Whelp pings each opponent for one. Three damage a turn in a deck whose other cards deal ten at a time.

Parapet Thrasher needs Dragons to connect before it does anything, and by then the game is usually decided by the damage rather than the artifact destruction.

Temple of the False God produces nothing until you control five lands, which is a blank land during the turns this deck most needs one.

Bitter Reunion is a one-shot rummage plus a haste enabler you have to sacrifice. Both halves are covered better elsewhere in the 99.

First upgrades

Budget, first

Next

Higher-investment

Win conditions

The upgraded deck wins by turning one Dragon spell into several triggers. Lathliss, Dragon Queen makes a token, Dragon Tempest and Scourge of Valkas each deal damage equal to the Dragon count twice, and Warstorm Surge adds the body's own power on top. From there it is a flying board that Terror of Mount Velus or Hellkite Charger converts into a single lethal attack. The upgrades don't change that plan; they make sure the commander survives to see it.

The upgraded 99, in shape

The finished list cuts the three symmetrical damage sweepers that hurt your own board, the small pingers, and the lands that don't produce mana on time. What goes in is protection for the commander, a real burst of ramp, and one more damage payoff. The deck is still the same one a new player opened — cast Dragons, make more Dragons, win in the air — but it stops losing to the single removal spell pointed at Lathliss.

Who should buy this precon

The right pick for a player who wants big creatures and a short decision list: the deck's whole plan is "make the Dragons cheaper, then cast them," and it is genuinely exciting the first time Dragon Tempest and Lathliss share a board. It is a weaker fit for a player who wants to grind — the deck has very little to do when it is behind, and no way to rebuild after a wipe other than drawing another Dragon.

Track how the upgrades actually perform.

TurnZero HQ keeps a win rate per deck version, so you can change ten cards, play ten games, and see the difference instead of guessing.

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