Precon Upgrade Guide
What to cut, what to add, and how to play the Esper artifact creature precon from The Brothers' War, commanded by Urza, Chief Artificer.

The Brothers' War
Urza's Iron Alliance
Artifact tokens go wide. Out of the box, before any upgrades. How we rate precons
Buy Urza's Iron Alliance on TCGplayer →Urza's Iron Alliance is an Esper deck of small artifact creatures that gets a free, growing Construct every turn and makes all of them hard to block. Urza, Chief Artificer gets cheaper with each artifact creature you control, and the token makers like Sai, Master Thopterist and Thopter Spy Network keep feeding him. The weak spots are a slow mana base with many lands that enter tapped, three board wipes that hit your own artifacts hardest, and a couple of cards that switch off your own equipment.
TurnZero HQ rates Urza's Iron Alliance a 2 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 Urza's Iron Alliance decklist page, and every other precon we cover is on the precon directory.
Urza, Chief Artificer costs six mana but has affinity for artifact creatures, so he costs one less for each artifact creature you control. While he is out, artifact creatures you control have menace. At the beginning of your end step he creates a 0/0 Construct artifact creature token that gets +1/+1 for each artifact you control.
That last ability is the engine. Every Construct counts itself and every other artifact, so each new token is bigger than the last, and each one also grows the Constructs already on the battlefield. Menace means opponents need two blockers for each attacker, which a board of Thopters and Constructs quickly outnumbers.
The rest of the deck makes artifact creatures and rewards having them. Sai, Master Thopterist and Digsite Engineer make tokens when you cast artifacts, Losheel, Clockwork Scholar draws when artifact creatures enter, and Tempered Steel , Master of Etherium and Cranial Plating turn the swarm into a lot of damage.
Urza, Chief Artificer ↗
Makes a Construct every end step that gets +1/+1 for each artifact you control, and gives your artifact creatures menace. The tokens grow each other.
Sai, Master Thopterist ↗
Makes a 1/1 flying Thopter each time you cast an artifact spell, and can sacrifice two artifacts to draw a card.
Losheel, Clockwork Scholar ↗
Draws a card once each turn when artifact creatures enter, and prevents combat damage to your attacking artifact creatures.
Thopter Spy Network ↗
A Thopter every upkeep while you control an artifact, and a card when your artifact creatures deal combat damage to a player.
Tempered Steel ↗
Three mana for +2/+2 to every artifact creature you control. It makes a board of 1/1 Thopters lethal.
Cranial Plating ↗
Plus one power for every artifact you control, and it can jump to another creature at instant speed for two black mana.
The mana base is slow. Arcane Sanctum , three Temples, three bounce lands, three Bridges and Bojuka Bog all enter tapped, and Skycloud Expanse needs another mana to make colored mana. A deck that wants to put artifact creatures down on turns two and three loses a lot of tempo to that.
The deck also works against itself in places. Urza's Ruinous Blast exiles every nonlegendary nonland permanent, which includes your Constructs and Thopters, and Indomitable Archangel gives your artifacts shroud, so you can no longer equip Cranial Plating or Skullclamp to an artifact creature or copy a token with Tawnos, Solemn Survivor . There is also very little that stops an opponent's spell.
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 →
Urza's deck wants cheap artifact creatures out early so he arrives at a discount. Lands that enter tapped cost a turn of development each time.
What to look for Dual lands in two of your three colors that enter untapped most of the time, such as check lands or pain lands.
Cut, for example
Temple of Silence Enters tapped every time. The scry is small compensation in a deck that needs early plays.
Skycloud Expanse Needs a mana from another land to make two colored mana, so on its own it adds nothing.
Add, for example
Every artifact grows Urza's Constructs and every artifact creature lowers his cost. Zero- and one-mana artifacts help most, and a few cards in the box cost a lot for what they add.
What to look for Artifact creatures costing zero to two, or cheap artifacts that make artifact creature tokens repeatedly.
Cut, for example
Hexavus Six mana for a creature whose counters mostly move around the board. Urza's Constructs grow faster for free.
Wire Surgeons Six mana and not an artifact, so it does nothing for Urza or the Constructs while it sits on the battlefield.
Kayla's Music Box Slow card advantage that needs mana every turn and then more to use the exiled cards.
Add, for example
Memnite ↗
A free 1/1 artifact creature. It lowers Urza's cost on turn one and pumps every Construct.
Ornithopter ↗
A free artifact flier. Like Memnite, it is one more artifact for nothing.
Thopter Foundry ↗
Sacrifice a nontoken artifact to make a 1/1 flying Thopter and gain 1 life. It turns spent rocks into attackers.
Retrofitter Foundry ↗
One mana artifact that turns spare mana into Servos, Thopters and 4/4 Constructs.
A deck that wins with a wide board would rather keep it than destroy it. Indestructible effects save the Constructs from the wipes opponents cast, alongside the Unbreakable Formation already in the box.
What to look for Instant-speed spells that give your whole team indestructible or protection, especially ones that cost less with a commander out.
Cut, for example
Urza's Ruinous Blast Exiles every nonlegendary nonland permanent, which is most of your own board. It hurts you as much as anyone at the table.
Indomitable Archangel Its shroud stops you from targeting your own artifacts, so equipment and Tawnos stop working on them.
The deck has creature removal but almost nothing for a board wipe or combo piece on the stack. Blue gives you cheap counters, and Esper gives you flexible removal.
What to look for Counterspells costing two mana, or instant-speed removal that answers any nonland permanent.
Cut, for example
Relic of Progenitus Graveyard hate that rarely matters against most tables, and it does nothing for your board.
Liquimetal Torque A two-mana rock whose second ability rarely matters here. Two-mana interaction does more.
Add, for example
The deck wins by attacking with a wide board of artifact creatures that each need two blockers. Cast cheap artifacts early, land Urza, Chief Artificer at a discount, and let a growing Construct arrive every end step. Tempered Steel or Cranial Plating turns that board into lethal damage, and the protection spells above keep it alive through the turn an opponent tries to wipe it.
A friendly deck for someone who likes building a board and attacking. Urza's tokens grow on their own, and the decisions are mostly about which artifact to cast next. Three colors make the mana a little harder than a two-color deck, but the plan stays simple, and the upgrades above mainly smooth the mana and remove the cards that hurt you.
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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