Analyzing Commander Precons For the PERFECT Deck Template (2011-2025 Data)

Source: RebellLily May 1, 2025 Core control

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Summary

Analysis of every Commander precon, categorized by card function. Three eras: Beginning (2011-2019) averaged 39 lands, 14.6 removal, 9.3 ramp, 9 draw, 4.05 recursion, 3.95 protection—built like slow control decks with too many lands, too little ramp. Expansion era (2020-2022): 37.6 lands, 13.4 removal, 11 draw, 12.6 ramp. Modern era (2023-present): slimmer lands, 12 removal, 10.7 draw, 12.8 ramp, 3 recursion, 3.13 protection, plus ~5.8 token generators. Trend: less removal, more ramp and draw—"less waiting, more doing." Overall averages ~10.6 draw, 12.1 ramp, 13 removal. Proposed "10-10-10-38 blueprint": 10 draw, 10 ramp, 10 removal, 38 lands. Fill draw with early cantrips (Faithless Looting), engines, burst refills (Painful Truths), and X-cost draw; fill ramp with two-, three-, and larger costs. Suggested removal split: 3 generalist, 2 multi-artifact/enchantment, 1 graveyard, plus 3 sweepers (one full reset, two leaving something behind). Protection plays like counterspells; recursion/reanimation/regrowth is more memorable—group both as "resilience." Optimize for enjoyment. Second host: buy cheap precons and upgrade with a few cards—Underworld Breach, Dice Oracle (?), Demonic Consultation—to reach high power.

Key Clips

  • [07:19] Let's call it the 10-10-38 blueprint: 10 draw, 10 ramp, and 10 removal with 38 lands. Easy to remember, statistically sound, and a great starting point for building decks that play well.
  • [05:48] I usually aim for three generalist removal spells, two removal spells that hit multiple artifacts or enchantments, and one-shot graveyard interaction. I also have three sweepers, with one sweeper resetting everything and two sweepers that leave something behind.
  • [07:41] When picking your 10 to 12 card draw spells, have some that are great early cantrips like Faithless Looting, some that are engines, some that give a burst of cards when you have no board like Painful Truths, and some that refill later in the game like X-cost draw spells.
  • [08:03] Same goes for ramp: make sure you have two-mana ramp, a couple of three-mana ramp, and one or two bigger ramp cards, though ramp is a lot more dependent on your strategy.
  • [05:12] Overindexing on removal leaves less room for fun, proactive cards. It also means commanders stick around less often and don't get to shine. Removal should be used on the most threatening pieces, but games should still be proceeding forward.
  • [05:30] Removal is a class of card that is typically least flavorful or central to a theme, so it often is minimized for stuff that builds up a board or stuff that's more on theme.
  • [08:30] If you ever feel stuck between optimizing and playing what you love, optimize for enjoyment — tell a cool story with your deck and share something about yourself.
  • [09:24] All you need to do is get a couple cards to upgrade a precon. I like putting in cards like Underworld Breach, Thassa's Oracle, and Demonic Consultation, and suddenly that precon is just as good as any other deck.

Tags

Archetypes/Strategy: midrange, tokens, aggro Format/Bracket: Core, Upgraded Card Categories: ramp, draw, removal, recursion, protection

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