precon commander

Precon commander

Matt Bassil. Published: Feb 6, We recommend precon commander always start off with an MTG precon before learning how to build a Commander deck.

Every year, the most exciting products that Wizards releases are the Commander pre-constructed decks or Commander precons. These decks are designed specifically with Commander in mind, so they always make an impact on the format and keep Commander players on their toes. Wizards have been releasing these decks almost every year for the past nine years. In recent years, they started releasing commander decks with almost every set release. This gives them an opportunity to develop themes and mechanics that appear in the main set more thoroughly for Commander without filling standard with too many made-for-commander cards. As there are so many precons, I want to talk about each and every Commander deck that Wizards has released in paper. I will start with the most recent ones and make my way back in time.

Precon commander

Each set has brought something new to the game, and almost every release saw preconstructed decks designed just for our format. We're the only format really getting that much tailored attention now, and it absolutely shows. Not including the secret lairs which are certainly their own beasts , we saw a grand total of 25 new Commander precons. That's quite a lot, and with so many there are definitely a few clear winners. Here, I'll go back through the entire stack of precons and tell you about the best and the worst that the year had to offer, starting from the bottom and working our way up. We start on an impressively low note with what may be the worst precon experience I've ever had. Superfriends strategies can sometimes struggle in Commander overall, and Planeswalker Party throws itself a pity party by not even running the best walker colors omitting both Black and Green, which is just… not good. Messy mana, unneeded ramp, mediocre answers, clumsy threats, and so many more issues compound into something that shouldn't have seen print. The winner for the most forgettable experience in precons goes to Tinker Time. The deck can't quite decide what it wants to be doing and suffers from that divided strategy— I would tinker with almost anything else on this list. As we near the bottom of the list we're moving into play experiences that are not so much "bad," but more what I would quantify as… well, forgettable. Divine Convocation is fine, playing plenty of token synergies and using them to convoke out decent cards, but as a whole there are stronger ways to play token decks and convoke as a strategy generally just doesn't have any legs. You're probably safe to not believe in whatever divinity inspired this list. Aggressive Boros strategies typically fail to impress, and Rebellion Rising is another in a long line of this disappointment. It's good at what it does, which is spitting out tokens and then running right into the red zone, but it does precious little else beyond that.

Presumably, precon commander, someone decided correctly that a big alien bug was more recognisable and marketable for the Warhammer 40k Tyranids than the OC Genestealer Cults character Magus Lucea Kane, but the deck seems clearly built around the Magus, who can copy all of your deadly ravenous creatures. The precon commander quite appropriately uses historic spells as its focus.

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Every year, the most exciting products that Wizards releases are the Commander pre-constructed decks or Commander precons. These decks are designed specifically with Commander in mind, so they always make an impact on the format and keep Commander players on their toes. Wizards have been releasing these decks almost every year for the past nine years. In recent years, they started releasing commander decks with almost every set release. This gives them an opportunity to develop themes and mechanics that appear in the main set more thoroughly for Commander without filling standard with too many made-for-commander cards. As there are so many precons, I want to talk about each and every Commander deck that Wizards has released in paper. I will start with the most recent ones and make my way back in time.

Precon commander

I love the Commander Precon experience. Getting a ready-to-play, card deck right out of the box feels great, and for the most part they play very well against one another. If you want a "fair" Commander experience, the best possible thing you can do is pick up your favorite precons and jam them against each other. Nonetheless, not all Commander Precons are created equal. Here, I'll highlight a handful of my favorites, categorized in a few different ways: the best of the newest batch of decks, the best decks to play against each other, the best Commander Precons on the market overall for their price , a strong budget recommendation, and my current favorite for the year. We'll start with the best of the new set, though you should also consider checking out our rankings for all of the preconstructed decks that came out last year. It's time for another Universes Beyond release, and Universes Beyond: Fallout is yet another slam dunk.

Auckland orario

It feels like a Selesyna deck that just barely splashes some red cards, and it does what it wants to do with no frills. Saheeli, the Gifted. That being said, the deck has the skeleton of a great spellslinger deck. Magic: The Gathering. Then when you step forward and build your own deck you will have the staples already Reply. In addition to a bunch of great new Vehicle cards, this deck also has a few much-requested powerful white cards. In contrast to the Urza deck, Mishra cares more about non-creature artifacts. Otrimi, the Ever-Playful. Kalemne, Disciple of Iroas. Lord Windgrace. This deck changes that, as its main focus is Faerie tribal. Despite that, its solid mana base, decent array of interaction, and some notable inevitability in its slow and steady strategy keeps it from the bottom. These decks do a great job of capturing the feeling of those battles, especially when it comes to differentiating between the two armies. It asks you to play plenty of elves, power them up, and take advantage of several interesting political plays. There are two reasons for this, and neither are recency bias.

Each set has brought something new to the game, and almost every release saw preconstructed decks designed just for our format. We're the only format really getting that much tailored attention now, and it absolutely shows.

Call for Backup offers a decent base for such strategies, but itself generally fails to innovate. In the last couple of years, the Horrors tribe has gotten a lot of love. If your main win condition is victory by poison, other players might quickly team up and beat you. The winner for the most forgettable experience in precons goes to Tinker Time. Occasionally, we get a Commander precon that features two themes. This one is a slightly different flavor as the other ones, leaning harder into the Goad mechanic. The set also brought us four Commander decks, which you can find below. It wants to cheat out a bunch of high mana value creatures and generate card advantage along the way. You can find in-depth information and decklists of March of the Machine Commander decks here. Wizards introduced a mechanic in Zendikar Rising called Party. Adrix and Nev, Twincasters.

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