Precon decklist

20 Ways to Win: The Full Decklist

Every one of the 100 cards in 20 Ways to Win, the Secret Lair Commander precon led by Go-Shintai of Life's Origin, exactly as it comes in the box.

Go-Shintai of Life's Origin card art

Alternate win conditions. The deck carries twenty ways to win, from Approach of the Second Sun and Felidar Sovereign to Maze's End and its Gates, and Go-Shintai returns the enchantment ones from your graveyard.

This is the product as Wizards printed it, with no substitutions or upgrades of ours. The list comes from the same precon catalog the TurnZero HQ app reads, so it is the deck you get if you start one from this precon in the Deck Lab rather than a copy of it that can drift.

Twenty win conditions and few ways to protect any of them, so knowing which one to chase each game is the skill.

Set Secret Lair Drop
Released December 4, 2024
Cards 100
Commander Go-Shintai of Life's Origin
Our power read 2 / 5
Our difficulty read 4 / 5

How it plays

Read off its own cards, 20 Ways to Win looks like mostly a enchantress deck , with go wide and counters running through it. That is what the hundred cards suggest, not a label Wizards printed on the box. It is the same read our precon tier list uses to pick which deckbuilding template to measure this list against, which here is Enchantress.

Its spells average 3.4 mana, right on the 3.4 a enchantress deck is usually built to, so it deploys at the speed its plan expects.

Lands 37 37 is the usual target
Ramp 11 10 is the usual target
Card advantage 10 14 is the usual target
Spot removal 1 7 is the usual target
Board wipes 4
Creatures 26 14 is the usual target
  • 26 creatures against a target of 14. That is more than a deck of this kind usually runs, which is a choice the deck makes rather than a mistake.
  • 23 enchantments against a target of 30. That is fewer than a deck of this kind usually runs, so it is the first thing an upgrade tends to add.
  • 1 spot removal against a target of 7. That is fewer than a deck of this kind usually runs, so it is the first thing an upgrade tends to add.

Counting what it holds, this list sits at bracket 4 (Optimized) at least. A bracket estimate is a floor and never a ceiling: the lookup behind it can confirm a combo and never prove there is not one, because only combos somebody has written up are in the database.

How hard it is to pilot

Our read 4 / 5 An editorial opinion about piloting the deck well, not an official rating.
What the list asks you to track 4 / 5 Demanding, counted off the cards by the rubric below.

Twenty win conditions and few ways to protect any of them, so knowing which one to chase each game is the skill.

The measured half of that comes from what is printed on the cards:

  • 33 of its 63 nonland cards ask you to remember something: counters on the board, tokens, what is in the graveyard, a card set aside for later
  • 6 different kinds of that bookkeeping, led by token making, +1/+1 counters, sacrificing your own permanents
  • 5 colors to cast it all on time
  • an infinite line in the box, which is only an advantage if you know it is there

Those two numbers answer different questions and are deliberately not averaged. A deck can be a pile of bookkeeping that anyone can pilot, or ask you to track nothing and still reward knowing exactly when to attack.

The decklist

All 100 cards, in the order Wizards' own decklist prints them: the commander first, then the deck's new and reprinted spells, then its lands. Hover any card to see it. Repeat printings of a basic land are folded into one line, so the counts add up to 100. The figure beside each card is what a single copy sells for, so a line of seven Forests still shows the price of one.

The 99

Cards at market price $319.99
Average card $3.37
Cards priced 95 of 100 5 we hold no price for

That is what these 100 cards are worth bought individually at market price, as of October 23, 2026. It is not what the sealed deck costs, which is usually a good deal less and is the price you'll see on TCGplayer. It is the card's price rather than this exact printing's, too: a precon list is a list of names, so the copy in this box may be worth more or less. 5 cards are left out of the total because we hold no price for them, so the total is short by whatever they are worth rather than counting them as free.

Card links go through our TCGplayer affiliate link; see our affiliate disclosure. Buying the singles is a different purchase from buying the sealed deck, and usually a more expensive one. The box below is the cheaper way to get all 100 of these.

Combos and synergies

3 combos in the box · 3 infinite

Looked up in Commander Spellbook, which only knows the ones somebody has written up, so 20 Ways to Win can hold more of these than are listed here and never fewer. Nothing below is an upgrade suggestion: every card named is already in the deck.

INFINITE The World Tree + Maskwood Nexus

Put all creature cards from your library onto the battlefield · how it works →

INFINITE Triskaidekaphile + Drown in Dreams

Win the game at the beginning of your next upkeep · how it works →

What the cards keep saying

Mechanics the list runs at least three cards of, densest first. This counts what is printed on the cards. A deck that mentions Treasure eight times is doing something with Treasure, whether or not it is the deck's headline.

Themes you can build off of

A precon is a starting point, and the useful question is which direction it is already pointing. These are the ones 20 Ways to Win has the most of in the box, each with the cards that get it there. You already own all of them.

Picking one of these and leaning into it is usually a better ten-card change than swapping in ten individually stronger cards, because the deck already pays you for it. Our precon upgrade guide covers the order to do that in (mana base first, then the curve, then a real win condition), and the deck builder will hold the list while you work.

Buying it

Go-Shintai of Life's Origin card art

Picking this precon up?

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

Buy 20 Ways to Win on TCGplayer →

Frequently asked questions

What is the commander of 20 Ways to Win?

Go-Shintai of Life's Origin leads 20 Ways to Win, the Commander precon from Secret Lair. The decklist above is the 100 cards the deck ships with, straight out of the box and before any upgrades.

Is this the decklist as it comes in the box?

Yes. This is the product as Wizards printed it, with no substitutions or upgrades of ours, which is what makes it the right starting point for planning changes. Our precon upgrade guide covers what to cut and what to add once you've played a few games with it.

How good is this precon out of the box?

Twenty win conditions and few ways to protect any of them, so knowing which one to chase each game is the skill. We rate it 2 out of 5 on power and 4 out of 5 on how demanding it is to pilot. That is our editorial read, not an official Wizards rating. The precon tier list measures the same deck a different way, by how closely its build matches the shape a deck of its kind should have.

How much is 20 Ways to Win worth?

Its 100 cards come to $319.99 bought individually at market price, as of October 23, 2026, leaving out 5 we hold no price for. That is not what the sealed deck costs. A precon is nearly always cheaper than its singles, which is most of the reason to buy one. It is also the price of each card rather than of the exact printing in this box, since a precon list is a list of names, so your copies may be worth more or less.

How does 20 Ways to Win play?

Its cards read as enchantress, with 11 ramp, 10 card advantage and 1 spot removal across 63 spells averaging 3.4 mana. Those are counts of what is in the box rather than a review. A card can fill more than one of those slots, so they overlap and do not add up to 100.

Is 20 Ways to Win hard to play?

Two different answers, and we keep them apart. We rate it 4 out of 5 on how demanding it is to pilot well, which is an editorial opinion. Separately, counting what the printed cards ask you to keep track of, 33 of its 63 nonland cards want you to remember something across 6 different kinds of bookkeeping. That is a 4 out of 5 on that measure, which we call "demanding". A deck can be a pile of bookkeeping anyone can pilot, or ask you to track nothing and still reward knowing exactly when to attack.

Does 20 Ways to Win have any combos?

Commander Spellbook knows 3 combos in this list, 3 of which are infinite, and they are listed above with the cards that make them. That database only holds combos somebody has written up, so the deck can hold more than these and never fewer.

What can I build 20 Ways to Win into?

The directions it already has the most of are token making, +1/+1 counters, sacrificing your own permanents, auras, each one counted from cards already in the box rather than cards to go and buy. Leaning into one of those is usually a better ten-card change than swapping in ten individually stronger cards, because the deck already pays you for it; our precon upgrade guide covers the order to make those changes in.

Can I load this list into TurnZero HQ?

Yes, and without typing it. The app's Deck Lab can start a new deck from any precon in the catalog, this one included, so you get the full list as a deck of your own to edit and then track across your Commander nights.

Play 20 Ways to Win? Track what it actually does.

Start a deck from this precon in the Deck Lab without typing a card, then let TurnZero HQ keep its win rate across your Commander nights so you know whether an upgrade helped.

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