You can upgrade any Commander precon with the same fifteen colorless cards for about $8.27, then fix its mana base for roughly $10 more. The fifteen break down as five ramp pieces ($2.46), three card-draw pieces ($1.02), four removal spells ($2.12) and three utility cards ($2.67), and none costs more than $2. Because every card is colorless, the same package works in any precon in any color combination.
Your precon is not bad. It is built to lose slowly against other precons, which is a different thing.
Wizards designs these decks to play a long, swingy, fifteen-turn game against three other precons out of the same box. That is a reasonable goal and it makes for a fine first night of Commander. It also means every precon ships with the same predictable weaknesses: not enough ramp, not enough card draw, too many expensive creatures that do nothing when they land, and a mana base held together with basics and hope.
This is the fix. It works on every Commander precon ever printed, in any colors, and the core package costs less than a Play Booster.
Here is what you get:
Part 1: the fifteen cards that improve any precon regardless of colors
Part 2: the Cut List Formula, a repeatable method for finding the fifteen worst cards in your deck
Part 3: the mana base fix for two and three color decks
Part 4: per-deck quick sheets for current precons
Part 5: one-click carts if you want to skip the shopping
Bookmark this page. We update it with every new set.
Part 1: The Universal 15
Every card here is colorless. That is the whole point. You buy these once and they work in the deck you own now, the deck you build next year, and every precon you ever crack.
Nothing on this list costs more than $2.
Ramp (5 cards, $2.46)
Precons run four or five mana rocks. They should run eight to ten. This is the single biggest reason your deck feels slow.
Card | Price | Why |
|---|---|---|
$0.52 | Two mana, taps for any color in your identity. No downside. | |
$0.28 | Ramps early, sacrifices for a card when you flood. | |
$0.34 | Same deal. Colorless mana, but it replaces itself later. | |
$0.98 | In a four player game somebody always shares your colors. | |
$0.34 | Fetches a basic onto the battlefield. Ramp and fixing in one card. |
Our take: If you only buy five cards, buy these five. Going from five rocks to ten is the difference between casting your commander on turn four and casting it on turn seven, and turn seven is usually too late.
Card draw (3 cards, $1.02)
Precons run almost no card advantage. You will run out of gas around turn eight and spend the rest of the game topdecking.
Card | Price | Why |
|---|---|---|
$0.40 | Draw two, discard one, every time a creature connects. Absurd for the price. | |
$0.30 | Built for Commander. Loads a counter every time your commander attacks. | |
$0.32 | A land when it enters, a card when it dies, a blocker in between. |
Our take: Mask of Memory is the most underpriced card on this entire list. Put it on anything with evasion and the game changes.
Removal (4 cards, $2.12)
Most precons can answer creatures and nothing else. Then somebody resolves an enchantment that says "players can't win the game" and you all sit there.
Card | Price | Why |
|---|---|---|
$0.25 | Destroys any nonland permanent. Expensive, but it answers the thing nothing else can. | |
$0.29 | Exiles a creature. Exile matters against commanders and recursion. | |
$0.36 | A flier that wipes one opponent's tokens, or their rocks, or their creatures. | |
$1.22 | A board wipe in a deck with no board wipes. Every color gets one. |
Our take: Nevinyrral's Disk is the important one. If your colors are green and red you probably have no way to reset a board you are losing to, and this is the cheapest fix in Magic.
Protection and utility (3 cards, $2.67)
Card | Price | Why |
|---|---|---|
$1.99 | Hexproof and haste on your commander for two mana. | |
$0.30 | A land that becomes two lands. Free ramp in your mana base. | |
$0.38 | Turns your commander into a win condition against a stalled board. |
The total
Fifteen cards, $8.27.
Prices are TCGplayer market via Scryfall, checked July 26, 2026. Singles move, and shipping or seller minimums will push a small order higher. Buying all fifteen from one seller is usually cheaper than chasing the lowest price on each.
Get the next upgrade guide before anyone else
We publish a new precon upgrade sheet the week each set's decklists drop, plus the week's Magic news every Sunday. One email, three minutes, no filler.
Free forever. Unsubscribe anytime.
Part 2: The Cut List Formula
Everybody publishes cards to add. Almost nobody tells you what to take out, which is the part people actually get stuck on. Here is the method.
Go through your 99 and mark every card with the first rule it breaks. You will find twenty to twenty-five. Cut the worst fifteen and keep the rest on a flex list for later.
Rule 1: The six mana test
Cut anything that costs six or more and does not immediately end the game or replace itself twice over.
Ask one question: if I cast this and an opponent kills it on their turn, did I just lose? If the answer is "no, I just wasted a turn," cut it.
Precons love a seven mana 6/6 that draws a card. At a four player table, seven mana is turn nine or ten. The card needs to win the game on the spot to be worth that.
This rule alone usually finds four to six cards.
Rule 2: The win-more test
Cut anything that only matters when you are already winning.
The mass pump spell in a deck with nine creatures. The "if you control five or more artifacts" payoff when you run eleven artifacts. The card that reads "whenever you win a fight."
Ask: does this card do anything when I am behind? If it does nothing, it is a blank in exactly the games where you needed help.
Two to four cards.
Rule 3: The off-theme test
Most precons are secretly two half-decks. Pick one and cut the other.
Open your decklist and sort by what each card is trying to do. Nearly every precon has a main plan and a shadow plan supporting a different build. That shadow plan exists so the deck has "options" out of the box, and it is why your draws feel incoherent.
Commit to one. This is the highest-yield rule on the list and it usually finds five to eight cards by itself.
Rule 4: The one-for-one test
Cut sorcery speed removal that costs four or more and kills exactly one thing.
A four mana "destroy target creature" is a fine card in a two player game. At a four player table you spent a full turn to answer one third of one opponent's board, and the other two players did whatever they wanted.
Keep cheap removal. Keep instant speed removal. Keep anything that hits multiple permanents. Cut the rest.
Two to three cards.
Rule 5: The vanilla test
Cut creatures with no relevant text that are not the right size.
A five mana 4/4 with no abilities is not a Commander card. If a creature's entire contribution is a body, that body needs to be enormous or it needs to cost almost nothing.
One to three cards.
Rule 6: The situational test
Cut cards that are dead unless a specific condition is true.
Graveyard hate in the main deck. Cards that only work against one color. Anything that says "target opponent" and needs them to be playing a particular way. These are sideboard cards in a format with no sideboard.
One to two cards.
What not to cut
Lands. Do not cut lands to make room. Cut spells. If you are swapping lands, swap them one for one.
Ramp, even bad ramp. A mediocre mana rock still casts your commander a turn earlier.
Your commander's direct support. If the deck is built around a mechanic, the cards enabling it stay even when they look weak in isolation.
Our take: The hardest part is Rule 3, because cutting the shadow plan means cutting cards that look good. They are good. They are good in a different deck. A focused deck with slightly worse cards beats a scattered deck with better ones almost every time.
Part 3: The Mana Fix
The least understood upgrade in Commander and the one that changes the most games. A precon mana base is mostly basics plus a handful of lands that enter tapped, which means you are a turn behind roughly every game and colorscrewed a few times a night.
You do not need fetch lands or shock lands. You need about ten dollars of unglamorous fixing.
Every deck (any colors)
Card | Price |
|---|---|
Command Tower (if yours somehow lacks one) | $0.28 |
$1.09 | |
Path of Ancestry (if your deck has a creature type) | $0.32 |
$0.28 | |
$0.33 | |
$0.37 |
Plus Myriad Landscape from Part 1. Running total: about $2.67.
Two color decks
Add the four budget dual cycles for your color pair. Every pair has all four and they run about twenty to thirty five cents each:
The gain land (Tranquil Cove, Jungle Hollow, Bloodfell Caves and friends). Enters tapped, gains a life.
The Temple (Temple of Enlightenment, Temple of Malice and friends). Enters tapped, scries.
The Karoo (Azorius Chancery, Golgari Rot Farm and friends). Enters tapped, bounces a land, taps for two.
The pain land (Adarkar Wastes, Karplusan Forest and friends). Enters untapped, costs a life for colored mana. The most important of the four.
About $1.10 for all four. Two color total: roughly $4.
Three color decks
Buy all four cycles for each of your three color pairs. That is twelve lands at roughly $1.10 per pair.
Three color total: roughly $6.
Our take: Cap your lands that enter tapped at about six. That is the real rule. Precons routinely run ten or twelve, and each one is a turn where you cast nothing. The pain lands and Exotic Orchard are the cards doing the heavy lifting here, because they enter untapped.
If you have twenty dollars rather than ten, spend the difference on the Karoo and pain land for your pair before you buy anything flashier.
Per-deck quick sheets land in your inbox first
Part 4 fills in the week each precon's decklist goes public. Subscribers get the sheet the day it is written, not whenever they remember to check back.
Free forever. Unsubscribe anytime.
Part 4: Per-Deck Quick Sheets
This section updates with every set. Bookmark and check back.
Reality Fracture (October 2, 2026)
Six Commander decks ship with Reality Fracture. Quick sheets go live here the week decklists are revealed.
Deck | Colors | MSRP | Quick sheet |
|---|---|---|---|
Calling All Angels | White | ~$30 | Coming October |
Keen Engineering | Blue | ~$30 | Coming October |
Wretched Ranks | Black | ~$30 | Coming October |
Reign of Dragons | Red | ~$30 | Coming October |
Tramplesaurus Rex | Green | ~$30 | Coming October |
Multiverse Reforged | Four color (Jace) | $49.99 | Coming October |
The five mono-color decks are Foundations Commander Decks, built and priced by Wizards for players new to the format. If one of these is your first Commander deck, the Universal 15 above is a complete upgrade path on its own. Mono-color means you can skip Part 3 almost entirely and put that money into Part 1.
Deck names and pricing per Wargamer and Draftsim. Decklists are not public yet, and we will not guess at them.
Already published
Marvel Super Heroes: Precon Upgrade Kits for all four decks
Star Trek: Federation Fleet · Klingon Fury · We Are the Borg · Landing Party. New to the set? Start with all four Star Trek Commander decks explained.
Part 5: One-Click Carts
Skip the shopping. Each cart loads the full list into TCGplayer Mass Entry.
Package | Cards | Cost | Cart |
|---|---|---|---|
Ramp only (start here) | 5 | ~$2.46 | |
The Universal 15 | 15 | ~$8.27 | |
Colorless mana fix (Part 3, any colors) | 6 | ~$2.67 | |
Everything colorless (Universal 15 + mana fix) | 21 | ~$11 | |
Dual land cycles | 4 per pair | ~$1.10 per pair | Depends on your colors. See Part 3. |
What to do tonight
Buy the five ramp cards. Two dollars and fifty cents.
Run the Cut List Formula on your deck and mark twenty cards.
Cut the fifteen worst, add the Universal 15.
Fix the mana base next paycheck.
That is the whole system. Same fifteen cards, same six rules, every precon you will ever own. Next read: the ten Commander etiquette hills the community voted hardest for.
Frequently asked questions
How do I upgrade a Commander precon?
Do three things in order. Add the Universal 15, fifteen colorless cards totalling about $8.27 that fix the ramp, draw and removal every precon is short on. Then cut fifteen cards using the six-rule cut list. Then spend about $10 on budget dual lands and utility lands. The whole system costs under $20 and works on any precon.
What are the best cheap cards to add to any Commander precon?
The five ramp pieces first: Arcane Signet ($0.52), Commander's Sphere ($0.28), Mind Stone ($0.34), Fellwar Stone ($0.98) and Wayfarer's Bauble ($0.34), about $2.46 together. Precons run four or five mana rocks and should run eight to ten. Then Mask of Memory ($0.40), Tome of Legends ($0.30) and Solemn Simulacrum ($0.32) for card draw.
What should I cut from a Commander precon?
Run six rules over the 99 and mark the first rule each card breaks: cut six-plus mana cards that do not end the game, win-more cards, the deck's off-theme shadow plan, sorcery-speed one-for-one removal costing four or more, vanilla creatures, and situational hate cards. Expect twenty to twenty-five hits; cut the worst fifteen. Never cut lands, ramp, or your commander's direct support.
How do I fix a precon mana base on a budget?
For about $10. Every deck wants Command Tower ($0.28), Exotic Orchard ($1.09), Path of Ancestry ($0.32), Terramorphic Expanse ($0.28), Ash Barrens ($0.33) and Blast Zone ($0.37), roughly $2.67. Two-color decks add the four budget dual cycles for their pair, about $1.10 total: the gain land, the Temple, the Karoo and the pain land. Three-color decks buy all four cycles for each pair, about $6.
How many lands that enter tapped should a Commander deck run?
Cap tapped lands at about six. Precons routinely ship with ten or twelve, and each one is a turn where you cast nothing, which is the main reason a stock precon feels a turn behind every game. Pain lands and Exotic Orchard do the heavy lifting in a budget fix precisely because they enter untapped.
One more deck to fix?
New upgrade guides, budget swaps, and the week's Magic news, every Sunday. Three minutes, no filler.
Free forever. Unsubscribe anytime.
New upgrade guides, budget swaps, and the week's Magic news go out every Sunday. One email, three minutes, no filler.
SparkMTG earns a commission on TCGplayer links in this post. It costs you nothing and it is why this guide is free. We pick the cards first and add the links after, never the other way around.
— The SparkMTG Team