Preconstructed Commander decks are the easiest way into the format, but most players want to make one their own after a few games. The trick is upgrading with a plan rather than throwing in every expensive card you can find, which often makes a deck less focused and can push it above your playgroup's power level. Here is a step-by-step method that works on any budget.
The short answer: play the precon a few times first, decide what the commander wants to do, then make about ten swaps at a time: improve the lands, add ramp, card draw and removal, and cut cards that do not support the main plan. Check with your group so the upgraded deck still fits your table's power level.
Should you play the precon before upgrading it?
Yes. Three to five games show you which cards overperform, which sit in your hand all game and where the deck stalls, whether that is running out of cards, mana or answers. Make a quick note after each game. Upgrading blind often removes cards that were quietly doing important work.
How do you find the deck's game plan?
Read your commander and ask how it wins or what it rewards, such as tokens, graveyard recursion or casting lots of spells. Every upgrade should push that plan or keep you alive long enough to execute it. Cards that are good in general but do nothing for the plan are prime candidates to cut.
What should you upgrade first?
The mana base is usually the best-value upgrade, because precons often include several lands that enter tapped. Next, make sure the deck has enough ramp, card draw and interaction, then fine-tune synergy cards last. Use the table below as a rough checklist.
| Category | Common starting target | Typical precon issue | Budget fix |
|---|---|---|---|
| Lands | Around 36–38 | Too many tapped lands | Swap slow lands for basics or cheap untapped duals |
| Ramp | Around 10 | Expensive mana rocks | Two-mana rocks or land-search spells |
| Card draw | Around 10 | Runs out of cards mid-game | Repeatable draw engines that match the theme |
| Targeted removal | Around 8–10 | Few cheap answers | Low-cost instant-speed removal |
| Board wipes | 2–3 | Sometimes none, or ones that hurt you more | Wipes that suit your strategy |
These are common community guidelines, not rules; adjust them to your commander and curve. Our guide to how many lands a Commander deck needs goes deeper on the mana side.
Which cards should you cut first?
Cut cards that are expensive for their effect, cards that only work with one other card, and off-theme filler. Precons often include a few vanilla-feeling creatures and situational spells, which are easy swaps. Keep the cards that impressed you in testing, even if they are not famous.
How many cards should you change at once?
Around ten per round of upgrades is manageable, as it lets you see what each change does. Swap like for like, so a cut ramp spell becomes a better ramp spell and the deck's balance stays intact. Play a few games, review, then do the next batch.
How much should you spend upgrading a precon?
Many players set a budget roughly similar to what they paid for the precon, which can transform it without chasing expensive staples. Cheap lands and efficient removal give the biggest gains per pound. Check your binder and bulk first, as you may already own good upgrades.
How do you keep the deck fair for your group?
Upgrading can quickly raise a deck's power, so talk to your group about the level you are aiming for. The Commander Brackets system gives a shared vocabulary for this, and our guide to Rule Zero and brackets explains how to have that conversation. A deck that wins every game is rarely the most fun at a casual table.
What should you do with the cards you remove?
Keep them sleeved in a separate box or binder labelled with the precon name, so you can return the deck to stock or reuse them in another build. If you are storing several upgraded precons, see our guide to storing Commander precons. Once the deck is finished, move it out of the cardboard packaging into a proper deck box.
Give your upgraded deck a proper home
- SquadPod Slim – £19.99. Holds 100 single-sleeved cards plus 10 tokens in two side-by-side stacks (approx. 90 double-sleeved), with your commander shown in an included rigid toploader behind the front window. Hinged lid with side click latch, approx. 168 × 100 × 50 mm, in five colourways.
- SquadPod Rugged Commander Deck Box with Card Stand – £24.95. Sturdier build for 100+ single-sleeved cards, toploader locked to the front by a clip, card stand included, choose your own two colours, designed to pass the shake test.
Browse all SquadPod deck boxes.
Related reading
- What Is Commander Tax in MTG?
- How to Host an MTG Commander Night at Home
- How Many Lands Should a Commander Deck Have?
- What Is Rule Zero in MTG Commander?
- How to Build Your First MTG Commander Deck
- How to Store MTG Commander Precon Decks
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