Precon Upgrade Guide

Revenant Recon Upgrade Guide

What to cut, what to add, and how to play the Dimir surveil and reanimation precon from Murders at Karlov Manor, commanded by Mirko, Obsessive Theorist.

Six Magic cards for the Revenant Recon Commander precon: Rise of the Dark Realms, Sphinx of the Second Sun and Foreboding Steamboat on the left, tagged to cut, and Gray Merchant of Asphodel, Agent of Treachery and Swiftfoot Boots on the right, tagged to add.
The sealed Revenant Recon Commander deck box

Murders at Karlov Manor

Revenant Recon

Difficulty3/5 · Moderate
Power3/5

Graveyard value takes some sequencing. Out of the box, before any upgrades. How we rate precons

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Quick verdict

Revenant Recon is a graveyard deck that gets a free creature back at the end of every turn once its commander is big enough. Mirko, Obsessive Theorist grows each time you surveil and returns creatures with less power than it has, so the deck rewards cheap surveil spells and creatures with strong enter-the-battlefield effects. It is held back by a 1/3 commander with no protection, colorless lands in a two-color deck, and several expensive cards that are big but have too much power for Mirko to bring back.

Colors Dimir (blue-black)
Commander Mirko, Obsessive Theorist
Product Murders at Karlov Manor Commander deck (2024)
Main plan Surveil and reanimation: surveil every turn to grow Mirko and fill the graveyard, then return a creature to the battlefield each end step

TurnZero HQ rates Revenant Recon 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 Revenant Recon decklist page, and every other precon we cover is on the precon directory.

How the precon plays

Mirko, Obsessive Theorist is a three-mana 1/3 with flying and vigilance. Whenever you surveil, it gets a +1/+1 counter. At the beginning of your end step, you may return a creature card with power less than Mirko's from your graveyard to the battlefield with a finality counter on it, which means it is exiled instead of dying the next time. Each creature comes back once, so the value is in creatures that do something when they enter.

Surveil is how both halves work. Surveil lets you look at the top cards of your library and put any of them into your graveyard, so it grows Mirko and stocks the graveyard with targets at the same time. Consider , Curate , Otherworldly Gaze , Sinister Starfish and Doom Whisperer all surveil, and Enhanced Surveillance lets you look at two more cards each time.

The payoffs are creatures that are worth returning. Ravenous Chupacabra and Baleful Strix have low power and strong effects on entering, so Mirko can bring them back early. Whispering Snitch and Dimir Spybug reward the surveiling itself, and Syr Konrad, the Grim deals damage to each opponent whenever a creature card leaves your graveyard.

What works out of the box

What needs improvement

Mirko starts as a 1/3 and the deck does nothing to keep it alive. Because its counters reset when it dies, one removal spell sets the whole engine back to the start, and the precon has no equipment, counterspell or phasing effect aimed at protecting it.

The top end is heavy and mostly misses the plan. Rise of the Dark Realms costs nine, Sphinx of the Second Sun costs eight, and Eye of Duskmantle and Watcher of Hours are big creatures that Mirko needs a lot of counters to return. The mana base adds to the problem with Temple of the False God , Drownyard Temple and Hostile Desert all tapping only for colorless.

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. Keep Mirko alive

Every counter on Mirko is one more point of power for the end-step return. Losing it to removal resets that to zero, and recasting it costs commander tax on top.

What to look for Cheap equipment or instants that give Mirko hexproof or remove it from harm for a turn. One that also adds a +1/+1 counter is a bonus.

2. Replace the colorless lands

The deck's cheap surveil spells and its commander all need blue and black on the same early turns. Three colorless utility lands make that harder than it should be.

What to look for Lands that tap for blue or black and usually enter untapped.

Cut, for example

✕

Temple of the False God Taps for nothing until you have five lands, so it is a blank in the turns you are trying to cast Mirko.

✕

Drownyard Temple A colorless land whose only upside is coming back from the graveyard, which rarely matters.

✕

Hostile Desert Taps for colorless and its creature ability exiles land cards from your graveyard. The deck has better uses for its mana.

3. Cheaper surveil in place of the eight- and nine-drops

Mirko gets better with each surveil, and the earliest turns matter most. Replacing the most expensive spells with cheap surveil effects grows Mirko faster.

What to look for Spells or permanents costing two or three mana that surveil, ideally every turn, or creatures with low power that dig through your library when they enter.

Cut, for example

✕

Rise of the Dark Realms Nine mana to return every creature from every graveyard. It ends games when it resolves, but Mirko already returns a creature every turn for free.

✕

Sphinx of the Second Sun Eight mana for an extra beginning phase each turn. Strong, but too expensive to cast and too high-powered for Mirko to return.

4. Add low-power creatures with big effects

Mirko only returns creatures with less power than it has, and each one only once. The best targets have 1 to 3 power and a strong effect when they enter.

What to look for Creatures with 3 power or less whose enter-the-battlefield effect removes something, drains opponents or takes a permanent.

Win conditions

The deck wins by grinding. Mirko, Obsessive Theorist returns a creature at the end of every turn, so removal like Ravenous Chupacabra and drains like Gray Merchant of Asphodel happen twice, and Syr Konrad, the Grim and Whispering Snitch chip away at every opponent as cards move in and out of the graveyard. Grave Titan and Massacre Wurm are the big finishers you cast from hand. The upgrades above mostly keep Mirko on the battlefield and make the early turns smoother.

Who should buy this precon

A moderate pick for a player who likes graveyard decks and small decisions every turn. Each surveil asks which cards to keep on top and which to bin, and each end step asks which creature to return while it can only come back once. A player new to Commander can play it, but it rewards someone who already plans a turn or two ahead.

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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