Precon Upgrade Guide

Temur Roar Upgrade Guide

What to cut, what to add, and how to play the Temur Dragons and big-creatures precon from Tarkir: Dragonstorm, commanded by Eshki, Temur's Roar.

Six Magic cards for the Temur Roar Commander precon: Gadrak, the Crown-Scourge, Storm's Wrath and Selvala's Stampede on the left, tagged to cut, and Goreclaw, Terror of Qal Sisma, Garruk's Uprising and Hardened Scales on the right, tagged to add.
The sealed Temur Roar Commander deck box

Tarkir: Dragonstorm

Temur Roar

Difficulty2/5 · Beginner-friendly
Power4/5

Discounted big spells hit hard, the strongest of the five. Out of the box, before any upgrades. How we rate precons

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Quick verdict

Temur Roar is a Dragon deck with a commander that pays you for every big creature you cast. Eshki, Temur's Roar grows with each creature spell, draws a card for any with power 4 or greater, and hits every opponent when the creature has power 6 or more. The box is packed with four-mana 4/4 fliers, so Eshki draws a card most turns. The weak spots are a handful of small creatures that don't trigger the draw, two board wipes that kill your own Dragons, and a mana base with several tapped lands.

Colors Temur (green-blue-red)
Commander Eshki, Temur's Roar
Product Tarkir: Dragonstorm Commander deck (2025)
Main plan Big creatures and Dragons: cast power 4 or greater creatures to grow Eshki, draw cards and burn the table

TurnZero HQ rates Temur Roar a 2 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 Temur Roar decklist page, and every other precon we cover is on the precon directory.

How the precon plays

Eshki, Temur's Roar is a three-mana 2/2. Whenever you cast a creature spell, it gets a +1/+1 counter. If that creature has power 4 or greater you also draw a card, and if it has power 6 or greater Eshki deals damage equal to its own power to each opponent. Eshki gets bigger with each creature, so the damage from the later six-drops is much larger than the first.

The deck's middle is a long run of four- and five-mana Dragons with power 4 or more, such as Thundermane Dragon , Glorybringer , Parapet Thrasher and Stormbreath Dragon . Sarkhan, Soul Aflame , Nogi, Draco-Zealot and Dragonlord's Servant make Dragons cheaper, and Temur Ascendancy gives the team haste while drawing a card for each power 4 creature.

The top end is where Eshki's damage comes in. Ureni of the Unwritten , Lathliss, Dragon Queen , Dragonlord Atarka and Hammerhead Tyrant all have power 6 or more, so each one hits every opponent for Eshki's current power before it even attacks.

What works out of the box

What needs improvement

Some creatures in the box don't do what Eshki wants. Taurean Mauler , Dragonmaster Outcast and Dragonlord's Servant all have power under 4, so they grow Eshki by one counter and draw nothing. Gadrak, the Crown-Scourge has the power, but it can't attack without four artifacts.

The removal includes Storm's Wrath and Blasphemous Act , which kill your own Dragons along with everyone else's. The deck also has no counterspells and nothing that protects its board, so an opponent's wipe resets you. See how many board wipes a Commander deck needs for how to think about that balance.

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. Untap more of your lands

Six lands enter tapped every time, and the deck wants Eshki on turn three and a four-mana Dragon right after.

What to look for Two-color lands in Temur pairs that enter untapped early: fastlands, painlands or shocklands.

Cut, for example

✕

Temple of Abandon Always enters tapped. Scry 1 is a poor return for delaying Eshki.

✕

Temple of Mystery The same tapped land in green-blue. The box already has Yavimaya Coast and Hinterland Harbor for that pair.

✕

Sheltered Thicket A red-green land that always enters tapped. Its cycling rarely matters when you want every land drop.

2. Swap small creatures for ones that trigger the draw

Eshki's card draw only works on creatures with power 4 or greater. Every small creature is a creature spell that grows Eshki by one and gives you nothing else.

What to look for Creatures with power 4 or more at four mana or less, or cards that reward you for casting them.

Cut, for example

✕

Taurean Mauler A three-mana 2/2 that grows when opponents cast spells. It starts too small to draw off Eshki.

✕

Dragonmaster Outcast A 1/1 that makes a 5/5 Dragon each upkeep once you have six lands. It is easy to kill and does nothing until the late game.

✕

Gadrak, the Crown-Scourge A three-mana 5/4 flier that can't attack unless you control four or more artifacts. This deck rarely has four.

3. Protect your board instead of wiping it

A deck with this many Dragons on the battlefield loses more to a board wipe than its opponents do. Trading one of the box's own wipes for protection keeps the board you built.

What to look for Cheap instants that counter a wipe or give your permanents indestructible or hexproof.

Cut, for example

✕

Storm's Wrath Deals 4 damage to each creature and planeswalker. It kills most of your own 4/4 Dragons, so it is rarely a good trade for you.

✕

Leyline Tyrant A 4/4 Dragon that keeps red mana between phases and burns for the stored red mana when it dies. The mana ability rarely matters here.

4. Grow Eshki faster

Eshki's damage equals its power, and its power comes from +1/+1 counters. Anything that adds extra counters makes each power 6 creature hit much harder.

What to look for Cheap enchantments or creatures that increase the number of +1/+1 counters your creatures get.

Cut, for example

✕

Selvala's Stampede A six-mana vote where opponents choose whether you get random creatures or free permanents from hand. The opponents control how good it is.

✕

Hellkite Courser Puts your commander onto the battlefield from the command zone until end of turn. Eshki is a cheap commander you would rather keep on the battlefield, so this rarely matters.

Win conditions

The deck wins with flying Dragons and Eshki's damage. By the midgame Eshki has grown from several creature spells, and each power 6 creature after that hits every opponent for Eshki's power. Atarka, World Render gives attacking Dragons double strike, and Scourge of the Throne adds an extra combat. The upgrades keep the board alive and make Eshki grow faster so those turns come sooner.

Who should buy this precon

A good pick for a newer player who likes big creatures and straightforward turns. Most of the time you cast the biggest creature you can, draw a card and attack in the air. The deck hits hard for a precon, so expect to be the player others watch, and expect to need the protection upgrades in stronger pods.

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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