Counter Intelligence is a new Commander preconstructed deck releasing with the set Edge of Eternities. What's in the deck, who are the commanders, and how can we upgrade it? Let's find out.


Counter Intelligence Precon Review

1. Package Contents

The Counter Intelligence Edge of Eternities Commander deck contains the following:

  • 1 Ready-to-play 100-card Commander deck
  • 1 Traditional foil face commander with borderless art
  • 1 Traditional foil featured commander with borderless art
  • 98 Non-foil cards, including 10 new-to-Magic cards
  • 6 Double-sided tokens and 4 punch-out counters
  • 1 Deck box

2. Commander

Kilo, Apogee MindKilo, Apogee Mind

Kilo, Apogee Mind

3. Alternate Commander

Inspirit, Flagship VesselInspirit, Flagship Vessel

Inspirit, Flagship Vessel

4. Decklist



Commander (1)

Artifacts (20)

Creatures (24)

Enchantments (1)

Lands (40)

Sorceries (6)

Instants (8)

Kilo, Apogee Mind

5. New Cards

Depthshaker TitanDepthshaker Titan

Depthshaker Titan

Starting off our look at the deck's new cards with a bang is Depthshaper Titan, a seven-mana 5/5 red Robot. Clearly a win condition for Counter Intelligence, the Titan animates any or all (your choice) noncreature artifacts you've got for one glorious attack step - the downside of which is that they'll not be sticking around once they've been mobilized.

However, with all the keywords the Titan also bestows on the newly-awakened army, it's likely the game won't last beyond the attack step anyway.

Depthshaker Titan will immediately find a home in decks that like to amass Treasures, Clues, or any other type of artifact tokens.

Glittering MassifGlittering Massif
Glittering Massif

As seen with the World Shaper preconEdge of Eternities Commander brings to the table new color pairs of both the cycling lands and the "tango" lands, with Glittering Massif representing the former. They're definitely great to have as budget options for two-color lands.

Insight EngineInsight Engine
Insight Engine

A more proactive Mind UnboundMind Unbound, Insight Engine doesn't take very long to surpass many card drawing alternatives.

It'll cost five mana to draw the first card, but with proliferate and other ways to increase the frequency of charge counters being placed on it, Insight Engine swiftly becomes a preeminent option for card advantage. Even without ways to add extra charge counters, Insight Engine will be looked at very favorably by any deck playing blue.

Long-Range SensorLong-Range Sensor
Long-Range Sensor

It's another charge counter-accruing artifact that provides card advantage, but Long-Range Sensor does so in a much more red way.

Ideally, Long-Range Sensor gets three charge counters per each of your turns, so you'll be able to activate its ability three times every two attack steps. That's three (mostly) free spells, which is a pretty sweet deal, especially if the deck Long-Range Scanner is in can take advantage of discover, like Faldorn, Dread Wolf HeraldFaldorn, Dread Wolf Herald.

Moxite RefineryMoxite Refinery
Moxite Refinery

It's a Power ConduitPower Conduit cranked up beyond maximum capacity. Moxite Refinery will enable all sorts of counter shenanigans; in Counter Intelligence, we're likely moving charge counters from one thing to another, but in decks built around Moxite Refinery's effect, we can go much further.

Convert cumulative upkeep counters to keep your Phyrexian SoulgorgerPhyrexian Soulgorger around. Keep triggering the best chapters of the Saga creatures from Final Fantasy, like Summon: BahamutSummon: Bahamut. Upset the Mathas, Fiend SeekerMathas, Fiend Seeker player by constantly removing bounty counters from your creatures. The options are endless.

Patrolling PeacemakerPatrolling Peacemaker
Patrolling Peacemaker

Proliferate is a very powerful ability in the right deck, and Counter Intelligence is absolutely the right deck to take advantage of a card like Patrolling Peacemaker.

Even if there's nothing else to proliferate, Patrolling Peacemaker itself can get bigger and bigger for every crime committed by an opponent. And remember - you don't even need to be the victim of the crime for Patrolling Peacemaker to trigger.

Arguably, a card like Patrolling Peacemaker gets better as the power level and skill of the opponents increases, as they're more likely to be playing targeted removal and disruption.

Radiant SummitRadiant Summit
Radiant Summit

The second of our two new two-color lands, those with red/white decks needing cheaper options for their landbase need look no further than Radiant Summit.

Solar ArraySolar Array
Solar Array

Solar Array is a three-mana artifact that encourages as many different colors as possible in order to jump-start charge counter production.

Sunburst has been around since Fifth Dawn, but outside of Pentad PrismPentad Prism and Engineered ExplosivesEngineered Explosives hasn't really been seen much at Commander tables. That'll change with Solar Array, as providing sunburst to any artifact will create plenty of interesting scenarios.

Just ask Lux ArtilleryLux Artillery (also in the deck), which did so specifically to artifact creatures. Solar Array is much, much better than that.

Surge ConductorSurge Conductor
Surge Conductor

Another new proliferator, Surge Conductor is going to be the bane of many Commander games moving forward. Decks that can utilize Surge Conductor won't be able to help but abuse it, and it's likely we'll see it alongside oppressive planeswalkers before long.

Plus, it didn't take long for players to figure out that if you pair it with Magistrate's ScepterMagistrate's Scepter and Ancestral StatueAncestral Statue, you've cooked up infinite turns.

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Surge Conductor is immediately a kill-on-sight card, as no good will come from one sticking around on the opposite side of the table.

Uthros Research CraftUthros Research Craft
Uthros Research Craft

Lastly, we've got a new Spacecraft; a three-mana artifact that starts impacting the board at station 3+. Once it hits three or more charge counters on it, you're already in business as it provides significant card advantage. The 12+ tier is just gravy, allowing the thing to take off and hit hard, assuming all those artifacts you've cast are still around.

Likely, Uthros Research Craft is Counter Intelligence's best target for removing counters via Moxite Refinery, as getting it to 12+ turns it into a creature, which might be more vulnerable to removal.

6. How to Play

With Counter Intelligence, we're charging up.

Nearly every card in the deck is a cog comprising the well-oiled machine we're looking to construct on the battlefield, focused on artifacts in general, and counters specifically, whether they're of the +1/+1 or charge variety.

Of charge counters, various cards make use of the feature for various ends. Some create mana, make tokens, or draw cards, some bombard opposing permanents, and one, Darksteel ReactorDarksteel Reactor, straight up wins the game if left unchecked.

Golem Foundry
Lux Cannon
Titan Forge
Insight Engine

Many of these artifacts either charge up slowly or don't have a built-in way to add more charge counters once they're in play. That's where our deep bench of support cards come into play. Including our commander, nine cards feature the keyword proliferate, so as long as we're able to get a singular counter on one of our permanents, we can build momentum.

Experimental Augury
Ripples of Potential
Tekuthal, Inquiry Dominus
Thrummingbird

We've also got other ways to boost the number of counters on things, further fueling the engine that is Counter Intelligence:

Resourceful Defense
Deepglow Skate
Moxite Refinery
Coretapper

It's not going to happen instantly, however, so players piloting Counter Intelligence need to be prepared to protect their investment. Luckily, the deck also features a bit of removal, though the absence of any countermagic outside of Swan SongSwan Song is interesting.

Dispatch
Chain Reaction
Fumigate
Organic Extinction

7. Combos and Synergy

Unlike with World Shaper, Counter Intelligence doesn't come built-in with any combos in the 99. That's not to say it wouldn't be extremely easy to add a few with a card swap here or there.

Artifact-based decks are known for their easier-to-achieve-than-usual synergy, and Counter Intelligence makes full use of the theme by including plenty of synergistic options like Jhoira, Weatherlight CaptainJhoira, Weatherlight Captain, Emry, Lurker of the LochEmry, Lurker of the Loch, and Chrome Host SeedsharkChrome Host Seedshark - those three creatures, along with Tekuthal, Inquiry DominusTekuthal, Inquiry Dominus and ThrummingbirdThrummingbird, are the only non-artifact creatures in the deck out of 25 total.

In fact, of the 100 total cards of Counter Intelligence, 45 are artifacts, nearly half the entire deck.

If we wanted to increase our combo number, we could add cards like Aura of DominionAura of Dominion, Magistrate's ScepterMagistrate's Scepter, or Filigree SagesFiligree Sages. And that's just to start.

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8. Lands and Mana Rocks

Counter Intelligence features a total of 40 lands, most of which are present for their color-providing abilities. However, there are a pair of notable exceptions:

Karn's Bastion
The Mycosynth Gardens

Preconstructed decks tend not to have many utility lands, so it's nice that Counter Intelligence provides both Karn's BastionKarn's Bastion and The Mycosynth GardensThe Mycosynth Gardens, two lands that fit perfectly into the deck's game plan.

Other notable lands include the various artifact lands in the deck's colors, like Seat of the SynodSeat of the Synod or Rustvale BridgeRustvale Bridge, further upping the count of artifact permanents for cards like Thought MonitorThought Monitor or Wake the PastWake the Past.

As for mana rocks, there are plenty of options. Outside of the usual Sol RingSol Ring and Arcane SignetArcane Signet, there are several additional ways to make mana that fit the theme of the deck:

Astral Cornucopia
Empowered Autogenerator
Everflowing Chalice
Pentad Prism
Solar Array
Crystalline Crawler

And that's not even mentioning the multiple cards in the 99 of Counter Intelligence that don't add mana, technically, but instead reduce the cost of our artifacts - which, again, is 39 of the deck's 60 nonland cards:

Cloud Key
Enthusiastic Mechanaut
Etherium Sculptor

 


Upgrades for Counter Intelligence

1. Upgrading the Deck

You're ready to charge up Counter Intelligence with a few card swaps, but don't know where to begin? Starting with five cards, what can we add to further the deck's synergy? And how far can the power level be pushed?

First of all, cards can't be added before others are removed, so which five cards are on the chopping block?

Mindless Automaton
Enthusiastic Mechanaut
Mountain
Chrome Host Seedshark
Wake the Past

Yes, we're cutting a Mountain; the deck runs 40 lands, multiple mana rocks, and other cost reducers. As constructed, Counter Intelligence has 31 cards that can create red mana, but only 12 pips of red across all casting costs. We can afford to shed a Mountain.

As for the other cards, they're not bad, per se, but we're trying to increase efficiency here, and there are better options.

Five Additions on a Budget

Flux Channeler
Cayth, Famed Mechanist
Clock of Omens
Mystic Forge
Unctus, Grand Metatect

Five Additions with No Budget

Filigree Vector
Esper Sentinel
Magistrate's Scepter
Power Conduit
Simulacrum Synthesizer

There are many, many options we can consider adding, as the generically powerful "artifacts" theme is one of the best-supported strategies in the format.

Whether they're budget-concious additions or they're cards that come with a heftier pricetag, we could swap things in and out all day. However, we just want to do what Core Intelligence is already doing, but even more efficiently.

Game Changers

Ancient Tomb
Mana Vault
Enlightened Tutor
The One Ring
Rhystic Study

We've got options when it comes to generically powerful Game Changers.

Also, we could put Urza, Lord High ArtificerUrza, Lord High Artificer into the list, but any deck with an Urza becomes an Urza deck, and Counter Intelligence is more interesting than that.

2. Archetype Change

When it comes to changing the archetype of Counter Intelligence, there are multiple routes we can go. We can lean more into +1/+1 counters, focusing on modular creatures like Arcbound RavagerArcbound Ravager, or we can double down on charge counters by adding cards like Adaptive Training PostAdaptive Training Post, Vexing PuzzleboxVexing Puzzlebox, or Umezawa's JitteUmezawa's Jitte. Both those cards would point us in diverging directions.

We could also go into infect

But there's one path we could take once we remember that yes, we can proliferate energy counters.



Commander (1)

Creature (24)

Sorcery (4)

Artifact (21)

Land (36)

Instant (10)

Enchantment (4)

Inspirit, Flagship Vessel

This deck is less a complete rebuild and more of a retooling, adding the energy counter cards that would be interesting and work well with the bulk of Counter Intelligence. As a result, we're still in Bracket 2 territory.

3. Value vs. MSRP

For both Edge of Eternities Commander decks, the MSRP is listed at $44.99.

Counter Intelligence comes in at an estimated contained value of around $290. If we remove the 12 new cards, which are currently in prerelease pricing and are subject to fall, the value of the reprints alone becomes around $129.

The most expensive reprints in Counter Intelligence are:

Tekuthal, Inquiry Dominus
Cyberdrive Awakener
Swan Song
Ripples of Potential
Darksteel Reactor

4. Overall Rating

There's not much to criticize when it comes to Counter Intelligence. The new cards are fantastic, the reprints are solid, and the deck is constructed in a way where none of the cards seem like filler. And one of the best parts is that both commander options don't feel necessary for the deck to function, but rather synergize with the strategy as a whole.

Counter Intelligence gets an A.