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
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
Counter
View on ArchidektCommander (1)
- 1 Kilo, Apogee MindKilo, Apogee Mind
Artifacts (20)
- 1 Arcane SignetArcane Signet
- 1 Astral CornucopiaAstral Cornucopia
- 1 Cloud KeyCloud Key
- 1 Darksteel ReactorDarksteel Reactor
- 1 Empowered AutogeneratorEmpowered Autogenerator
- 1 Everflowing ChaliceEverflowing Chalice
- 1 Gavel of the RighteousGavel of the Righteous
- 1 Golem FoundryGolem Foundry
- 1 Insight EngineInsight Engine
- 1 Inspirit, Flagship VesselInspirit, Flagship Vessel
- 1 Long-Range SensorLong-Range Sensor
- 1 Lux ArtilleryLux Artillery
- 1 Lux CannonLux Cannon
- 1 Moxite RefineryMoxite Refinery
- 1 Pentad PrismPentad Prism
- 1 Sol RingSol Ring
- 1 Solar ArraySolar Array
- 1 Soul-Guide LanternSoul-Guide Lantern
- 1 Titan ForgeTitan Forge
- 1 Uthros Research CraftUthros Research Craft
Creatures (24)
- 1 Alibou, Ancient WitnessAlibou, Ancient Witness
- 1 Angel of the RuinsAngel of the Ruins
- 1 Chrome Host SeedsharkChrome Host Seedshark
- 1 CoretapperCoretapper
- 1 Crystalline CrawlerCrystalline Crawler
- 1 Cyberdrive AwakenerCyberdrive Awakener
- 1 Deepglow SkateDeepglow Skate
- 1 Depthshaker TitanDepthshaker Titan
- 1 Emry, Lurker of the LochEmry, Lurker of the Loch
- 1 Enthusiastic MechanautEnthusiastic Mechanaut
- 1 Etched OracleEtched Oracle
- 1 Etherium SculptorEtherium Sculptor
- 1 Hangarback WalkerHangarback Walker
- 1 Jhoira, Weatherlight CaptainJhoira, Weatherlight Captain
- 1 Kappa CannoneerKappa Cannoneer
- 1 Mindless AutomatonMindless Automaton
- 1 Patrolling PeacemakerPatrolling Peacemaker
- 1 Phyrexian MetamorphPhyrexian Metamorph
- 1 Steel OverseerSteel Overseer
- 1 Surge ConductorSurge Conductor
- 1 Tekuthal, Inquiry DominusTekuthal, Inquiry Dominus
- 1 Thought MonitorThought Monitor
- 1 Threefold ThunderhulkThreefold Thunderhulk
- 1 ThrummingbirdThrummingbird
Enchantments (1)
- 1 Resourceful DefenseResourceful Defense
Lands (40)
- 1 Adarkar WastesAdarkar Wastes
- 1 Ancient DenAncient Den
- 1 Battlefield ForgeBattlefield Forge
- 1 Buried RuinBuried Ruin
- 1 Cascade BluffsCascade Bluffs
- 1 Clifftop RetreatClifftop Retreat
- 1 Command TowerCommand Tower
- 1 Evolving WildsEvolving Wilds
- 1 Exotic OrchardExotic Orchard
- 1 Glacial FortressGlacial Fortress
- 1 Glittering MassifGlittering Massif
- 1 Great FurnaceGreat Furnace
- 1 Irrigated FarmlandIrrigated Farmland
- 3 IslandIsland
- 1 Karn's BastionKarn's Bastion
- 1 Lonely SandbarLonely Sandbar
- 3 MountainMountain
- 1 Mystic MonasteryMystic Monastery
- 3 PlainsPlains
- 1 Radiant SummitRadiant Summit
- 1 Razortide BridgeRazortide Bridge
- 1 Rugged PrairieRugged Prairie
- 1 Rustvale BridgeRustvale Bridge
- 1 Seat of the SynodSeat of the Synod
- 1 Secluded SteppeSecluded Steppe
- 1 Shivan ReefShivan Reef
- 1 Silverbluff BridgeSilverbluff Bridge
- 1 Skycloud ExpanseSkycloud Expanse
- 1 Spire of IndustrySpire of Industry
- 1 Sulfur FallsSulfur Falls
- 1 Temple of EnlightenmentTemple of Enlightenment
- 1 Temple of EpiphanyTemple of Epiphany
- 1 Temple of TriumphTemple of Triumph
- 1 The Mycosynth GardensThe Mycosynth Gardens
Sorceries (6)
- 1 Chain ReactionChain Reaction
- 1 FumigateFumigate
- 1 Organic ExtinctionOrganic Extinction
- 1 Tezzeret's GambitTezzeret's Gambit
- 1 Universal SurveillanceUniversal Surveillance
- 1 Wake the PastWake the Past
Instants (8)
- 1 Chaos WarpChaos Warp
- 1 DispatchDispatch
- 1 Experimental AuguryExperimental Augury
- 1 Pull from TomorrowPull from Tomorrow
- 1 Ripples of PotentialRipples of Potential
- 1 Swan SongSwan Song
- 1 Swords to PlowsharesSwords to Plowshares
- 1 Thirst for KnowledgeThirst for Knowledge
Depthshaker TitanDepthshaker 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 MassifAs seen with the World Shaper precon, Edge 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 EngineA 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 SensorIt'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 RefineryIt'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 PeacemakerProliferate 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 SummitThe 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 ArraySolar 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 ConductorAnother 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.
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.
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.
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.
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.
We've also got other ways to boost the number of counters on things, further fueling the engine that is Counter Intelligence:
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.
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.
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:
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:
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:
Upgrades for Counter Intelligence
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?
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
Five Additions with No Budget
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
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.
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.
Counter
View on ArchidektCommander (1)
- 1 Inspirit, Flagship VesselInspirit, Flagship Vessel
Creature (24)
- 1 Alibou, Ancient WitnessAlibou, Ancient Witness
- 1 Assaultron DominatorAssaultron Dominator
- 1 Blaster HulkBlaster Hulk
- 1 Crystalline CrawlerCrystalline Crawler
- 1 Cyberdrive AwakenerCyberdrive Awakener
- 1 Deepglow SkateDeepglow Skate
- 1 Dr. Madison LiDr. Madison Li
- 1 Enthusiastic MechanautEnthusiastic Mechanaut
- 1 Etherium SculptorEtherium Sculptor
- 1 Filigree VectorFiligree Vector
- 1 Hangarback WalkerHangarback Walker
- 1 Kappa CannoneerKappa Cannoneer
- 1 Kilo, Apogee MindKilo, Apogee Mind
- 1 Patrolling PeacemakerPatrolling Peacemaker
- 1 Phyrexian MetamorphPhyrexian Metamorph
- 1 Razorfield RhinoRazorfield Rhino
- 1 Roil CartographerRoil Cartographer
- 1 Satya, Aetherflux GeniusSatya, Aetherflux Genius
- 1 Sentry BotSentry Bot
- 1 Sphinx of the RevelationSphinx of the Revelation
- 1 Steel OverseerSteel Overseer
- 1 Surge ConductorSurge Conductor
- 1 Tekuthal, Inquiry DominusTekuthal, Inquiry Dominus
- 1 ThrummingbirdThrummingbird
Sorcery (4)
- 1 Organic ExtinctionOrganic Extinction
- 1 Suppression Ray // Orderly PlazaSuppression Ray // Orderly Plaza
- 1 Tezzeret's GambitTezzeret's Gambit
- 1 Wheel of PotentialWheel of Potential
Artifact (21)
- 1 Aether RefineryAether Refinery
- 1 Aetherflux ConduitAetherflux Conduit
- 1 Aetherworks MarvelAetherworks Marvel
- 1 Arcane SignetArcane Signet
- 1 Automated Assembly LineAutomated Assembly Line
- 1 Cloud KeyCloud Key
- 1 Conversion ApparatusConversion Apparatus
- 1 Darksteel ReactorDarksteel Reactor
- 1 Everflowing ChaliceEverflowing Chalice
- 1 Gavel of the RighteousGavel of the Righteous
- 1 Golem FoundryGolem Foundry
- 1 Gonti's Aether HeartGonti's Aether Heart
- 1 Insight EngineInsight Engine
- 1 Izzet GeneratoriumIzzet Generatorium
- 1 Long-Range SensorLong-Range Sensor
- 1 Lux ArtilleryLux Artillery
- 1 Moxite RefineryMoxite Refinery
- 1 Pentad PrismPentad Prism
- 1 Sol RingSol Ring
- 1 Stone Idol GeneratorStone Idol Generator
- 1 Titan ForgeTitan Forge
Land (36)
- 1 Academy RuinsAcademy Ruins
- 1 Adarkar WastesAdarkar Wastes
- 1 Aether HubAether Hub
- 1 Ancient DenAncient Den
- 1 Archway of InnovationArchway of Innovation
- 1 Battlefield ForgeBattlefield Forge
- 1 Buried RuinBuried Ruin
- 1 Cascade BluffsCascade Bluffs
- 1 Command TowerCommand Tower
- 1 Exotic OrchardExotic Orchard
- 1 Glacial FortressGlacial Fortress
- 1 Great FurnaceGreat Furnace
- 1 HELIOS OneHELIOS One
- 1 Hallowed FountainHallowed Fountain
- 1 Inventors' FairInventors' Fair
- 3 IslandIsland
- 1 Karn's BastionKarn's Bastion
- 2 MountainMountain
- 1 Mystic MonasteryMystic Monastery
- 2 PlainsPlains
- 1 Radiant SummitRadiant Summit
- 1 Razortide BridgeRazortide Bridge
- 1 Rugged PrairieRugged Prairie
- 1 Rustvale BridgeRustvale Bridge
- 1 Scalding TarnScalding Tarn
- 1 Seat of the SynodSeat of the Synod
- 1 Shivan ReefShivan Reef
- 1 Silverbluff BridgeSilverbluff Bridge
- 1 Skycloud ExpanseSkycloud Expanse
- 1 Spire of IndustrySpire of Industry
- 1 Steam VentsSteam Vents
- 1 Sulfur FallsSulfur Falls
Instant (10)
- 1 DispatchDispatch
- 1 ElectrosiphonElectrosiphon
- 1 Glimmer of GeniusGlimmer of Genius
- 1 Ripples of PotentialRipples of Potential
- 1 Rush of Inspiration // Crackling FallsRush of Inspiration // Crackling Falls
- 1 Sink into Stupor // Soporific SpringsSink into Stupor // Soporific Springs
- 1 Swan SongSwan Song
- 1 Swords to PlowsharesSwords to Plowshares
- 1 Thirst for KnowledgeThirst for Knowledge
- 1 Tune the NarrativeTune the Narrative
Enchantment (4)
- 1 Aether RevoltAether Revolt
- 1 All Will Be OneAll Will Be One
- 1 Resourceful DefenseResourceful Defense
- 1 Vault 112: Sadistic SimulationVault 112: Sadistic Simulation
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.
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 DominusTekuthal, Inquiry Dominus
- Cyberdrive AwakenerCyberdrive Awakener
- Swan SongSwan Song
- Ripples of PotentialRipples of Potential
- and Darksteel ReactorDarksteel Reactor.
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.