10 Cards Wizards Should Stop Putting in Commander Precons

by
Jonathan Zucchetti
Jonathan Zucchetti
10 Cards Wizards Should Stop Putting in Commander Precons

Commander's SphereCommander's Sphere | Art by Ryan Alexander Lee

Preconstructed Commander decks are a lot of people's entry point to Commander, and perhaps Magic in general. Nonetheless, they're far from perfect. Let's just say some inclusions are a bit of a headscratcher.

For this reason, today's article is about 10 cards I don't want to see reprinted in precons ever again.


Number 10: Rampaging BalothsRampaging Baloths

Rampaging Baloths

Let's start with a chill one. Rampaging BalothsRampaging Baloths isn't a bad card, but it isn't a good one either. It's just fine for modern, low-powered Magic standards. In fact, in a dedicated Landfall deck, it can do some work as a game finisher, especially in precon-level environments.

The problem with this Beast mainly revolves around its inclusion in basically every green precon deck for a long period of time. It's been printed in nine different preconstructed decks between Commander 2013 and Edge of Eternities. And while it could have been fine some years ago, the sheer quality of green creatures has been steadily increasing over the years, making it quite obsolete.

In the end, Rampaging BalothsRampaging Baloths isn't a bad card overall; it's just outdated. Nonetheless, considering it's still getting reprinted, it deserves to be at number 10 on this list.


Number 9: Zetalpa, Primal DawnZetalpa, Primal Dawn

Zetalpa, Primal Dawn

Continuing on the same note, Zetalpa, Primal DawnZetalpa, Primal Dawn is another card that suffers from the passing of time and the overall improvement in card quality. Every characteristic of this card is a reminder of a long-lost period of Magic.

Starting from the mana cost, it's way overpriced for today's standards: Eight mana for a body with a bunch of keywords thrown on top of it just can't make the cut.

Its textbox is the next problem: It doesn't have any effect upon entering the battlefield or leaving it. Everything is already there. And that everything isn't that good.

Lastly, its stats. A 4/8 stat line is extremely weird for an explicitly offensive creature, also considering it doesn't rely on its toughness to survive.

The nail in this poor Elder Dinosaur's coffin is the lack of hexproof. In a format dominated by Swords to PlowsharesSwords to Plowshares, being indestructible isn't that great of an insurance.

All in all, this card isn't even that present in precon decks, with only six reprints. Nonetheless, its inclusion in the Tarkir: Dragonstorm Commander decks clearly manifests it's still taken into consideration when preconstructed lists are crafted.


Number 8: Etali, Primal StormEtali, Primal Storm

Etali, Primal Storm

Continuing the trend of "outdated game finishers," allow me to introduce you to Etali, Primal StormEtali, Primal Storm.

This time, its cost and stats aren't even that bad; six mana for a 6/6 can be accepted, always considering it's intended to be included in a precon.

Still, its textbox makes it very hard to justify playing it.

First, it needs to survive a whole table rotation before it does something; it only triggers upon attacking, and it doesn't have haste. Additionally, it can't count on any type of protection. And let's just say no one will be keen on letting it attack.

But let's imagine for just a second that you play Etali, Primal StormEtali, Primal Storm and it survives until your following turn. What's the great prize you get in return? Well, it could be nothing at all.

In fact, its triggered ability not only doesn't prevent lands from being hit, but also only allows you to "cast" the cards exiled. This means non-spells are all whiffs.

It may be argued that exiling four lands is extremely unlikely, but that's not a saving grace either. First, because decks at a lower power level tend to play a higher number of lands, making exiling them more frequent.

Then, because, ignoring probabilities, there's always a chance Etali, Primal StormEtali, Primal Storm will attack and do nothing - except "milling" everyone a card, I guess.

All things considered, it's very hard to find points in favor of this creature. It's also extremely present in precon decks, with nine printings and the last being in Bloomburrow.

And don't get me started on its strictly better counterpart: Etali, Primal ConquerorEtali, Primal Conqueror


Number 7: Solemn SimulacrumSolemn Simulacrum

Solemn Simulacrum

I know, I know. This is a fan favorite card and a staple of the format. But, let's be honest for a minute: It hasn't aged all that well. I mean, it gets its job done, but said job isn't really valuable anymore.

Its two triggered abilities aren't even bad: Ramping and drawing cards are every Commander player's favorite actions. The problem is you have to play a four-mana 2/2 in order to get those triggers. And while Magic has a history of fusing two good effects to justify overpaying for them (everyone, salute Kolaghan's CommandKolaghan's Command), modern Magic makes it difficult to accept this type of card.

Overall, it wouldn't be fair to classify Solemn SimulacrumSolemn Simulacrum as a bad card, because it won't ever hurt your chances of winning a game. At the same time, it's also hard to justify its 23 precon reprintings, especially those in the last few years.

So, while I think it's clearly better than the other cards discussed so far, the sheer number of unnecessary printings grant it this position.


Number 6: Burnished HartBurnished Hart

Burnished Hart

I don't know if it's just me, but I've always considered Burnished HartBurnished Hart the ugly copy of Solemn SimulacrumSolemn Simulacrum. They both provide ramp, but the latter provides also a random card, whereas the first always draws you a second land.

Considering how every color combination now has access to some form of mana advantage, Burnished HartBurnished Hart's stocks have been dropping for quite a while now. For this reason, seeing it reprinted as recently as Duskmourn stinks a bit, even more than its 11 other printings.

Although bad aging is a leitmotiv of every card so far, it's especially relevant in this case. This creature really can't keep up with modern Magic to the point that you're probably better off without.

Spending a total of six mana for two tapped basic lands can't make the cut any longer. Not even in precons.


Number 5: Wayfarer's BaubleWayfarer's Bauble

Wayfarer's Bauble

This is another staple of the format that, in my opinion, simply isn't worth it anymore. Magic as a game has become more and more mana-efficient in the last few years. So, taking your whole second turn off simply to ramp isn't really acceptable now.

This card was fine at a low power level when no one was doing anything on the first few turns of the game. Hence, having access to a permanent advantage on mana was good. Of course, mana rocks that cost two mana have always existed, but they're also subject to artifact removal, which is prominent at every level of the game.

Nonetheless, many strategies can produce powerful plays already on the second turn of the match. This means that spending all of your mana to crack a Wayfarer's BaubleWayfarer's Bauble lost most of its positive sides because of the plays it negates. In other words, doing so grants you one additional land drop, which usually doesn't make a lot of difference in the typically long games of lower power levels.

At the same time, it stops you from getting your engines going, setting you back in comparison to other players.

So, after 18 printings, I think the time has come to let it go.


Number 4: Arcane DenialArcane Denial

Arcane Denial

This may sound a bit surprising, but I really don't see any reason why this card should be included in another precon after its nine reprintings.

I guess it could be useful as an introduction to interactions on the stack for new players but, even in that scenario, there are way better options. Additionally, I don't know if its downsides really help getting this message through. While it's true that it isn't as severe as a strict counter, getting a consolation prize doesn't sweeten the deal all that much.

At the end of the day, in a precon-like power level table, people simply want to sling spells and have fun; so, any kind of interaction would crash someone's party in some way.

So, considering there's not a way to make interactions less frustrating, especially for new players, why not going directly for the inclusion of good interactive spells? I'm not talking about Force of WillForce of Will-level type of counters, but maybe old classics like CounterspellCounterspell or Dovin's VetoDovin's Veto.

In the end, my problem with this card being present in precons doesn't have to do with frequency. Rather, it seems to me that it doesn't really serve any purpose; or, at least, any purpose that couldn't be fulfilled by better cards.


Number 3: Chaos WarpChaos Warp

Chaos Warp

26.
This is the number of times Chaos WarpChaos Warp has been put in precons.

Now, I'd understand such a high presence if we were talking about a powerful staple of the format. For example, I won't ever complain about Swords to PlowsharesSwords to Plowshares's 25 printings, because it's a very good card.

I will and I do complain about Chaos WarpChaos Warp being even more present in this kind of product. Because, in all honesty, this is not a good Magic card.

It's overpriced, it's not a 1-for-1 and it's much worse than many other options out there. And, once again, I'm not advocating in favor of precons being cEDH-like or anything like that, but this doesn't stop Chaos WarpChaos Warp from being a bad card, even at lower power levels.

Lastly, I wouldn't be so mad about it if it weren't for the fact that it's become the go-to removal inclusion in every preconstructed deck with red in its color identity. If it was even slightly less present, it wouldn't be such a big deal. It would still be on this list, but surely at a lower rank.

But, given this state of things, I seriously cannot stand seeing it in every precon deck.


Number 2: Commander's SphereCommander's Sphere

Commander's Sphere

Do you know which other card has been printed 26 times in precon decks? That's right: Commander's SphereCommander's Sphere

And, seriously, would you still include it in your Commander deck right now? I mean, there are so many fantastic new mana rocks coming out with each set, why would you still bother with this?

The list of mana rocks with the same mana cost includes:

The list goes on and on and on. And still, Commander's SphereCommander's Sphere is the go-to option when thinking about this category.

Once again, it's not even that this card is abysmal or strictly bad. It does its job just fine and it's an alright play most of the times. But this is precisely its major fault: mediocrity.

Considering how many alternatives are available right now, seeing it still be a part of the core of most precon decks is a boring design choice.


Number 1: Most of the Lands

Thriving Isle|DSC|316
Evolving Wilds|EOC|158
Temple of the False God|FIC|438

I guess it's somewhat cheating putting a whole category as first on this list, but I couldn't really find a way to split them. If I did, this would simply be a "Top 10 Worst Lands in Precons" list. People have always complained about preconstructed lists including a bad mana base, and I would be lying if I said improvements weren't made in this department lately.

But still.

Temple of the False GodTemple of the False God's most recent printing is in Final Fantasy, Evolving WildsEvolving Wilds's is in Edge of Eternities (the most recent precons), and Thriving IsleThriving Isle's in Duskmourn.

In the Edge of Eternities decks, there were some good reprints, like Fabled PassageFabled Passage, checklands (Glacial FortressGlacial Fortress and such) and painlands (for example, Shivan ReefShivan Reef). And this is good.

Yet, alongside them there were random taplands, like Lonely SandbarLonely Sandbar or Mystic MonasteryMystic Monastery, the (for some unknown reason) ever-present cycling lands (Irrigated FarmlandIrrigated Farmland) and the other precon usual suspects: Temples, more precisely, Temple of EpiphanyTemple of Epiphany, Temple of TriumphTemple of Triumph, and Temple of EnlightenmentTemple of Enlightenment.

Lonely Sandbar|EOC|166
Mystic Monastery|EOC|170
Temple of Epiphany|EOC|187

What angers me the most about the land situation of these decks is that it's clear that it's known to everyone. Action has been taken in this sense and people responded positively to it. Nonetheless, it seems it's impossible to let go of certain inclusions that are straight up bad if we consider today's standards.

And don't get me started on the absurdly high number of basic lands present in each and every deck.

The only thing worse than a bad situation is to partially acknowledge bad situation.

In the end, an improvement in the land department would benefit everyone, both new and returning players. The first group would be able to start their Magic adventure with excellent tools at their disposal, removing any kind of frustration that comes from a bad mana base. The latter group could have more freedom to switch from one deck to another. In fact, there would be no need to worry about upgrading the mana base to make the deck up to par.

And also, some pricey lands could really use a reprint here and there.


That's all from me for now. Now it's on to you: What do you think? Would you have put other cards in the list? Are there any cards you would remove from it? Let me know in the comments!

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Jonathan Zucchetti

Jonathan Zucchetti


Jonathan is an Italy-based Magic enjoyer that has been playing, although with some pauses, ever since Mirrodin released. His passion for EDH bloomed in 2018 and, with it, the love for exotic and underrepresented builds. When he is not complaining about an “unfair” removal, you can find him fiercely defending his Delver of Secrets at a pauper table.

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