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

Source: RebellLily May 1, 2025 Core control

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Summary

This video analyzes how Magic: The Gathering Commander precons have evolved across three eras. The beginning era (2011-2019) averaged ~39 lands, 14.6 removal, 9.3 ramp, and 9 draw spells, playing like slow control decks that lacked acceleration. The expansion era (2020-2022) modernized to ~37.6 lands, more ramp (12.6) and draw (11), and less removal (13.4). The modern era (2023-present) trends toward fewer lands, even more ramp (12.8) and draw, less removal (12), reduced recursion/protection, and a new pattern of token generation (5.8 spells). The overarching philosophy is 'less waiting, more doing'—ramp and draw create big, consistent, proactive moments while excess removal stagnates games and keeps commanders off the board. Wizards designers favor 'battlecruiser' play, using removal only on the biggest threats. The creator distills this into the '10/10/10/38 blueprint': 10 draw, 10 ramp, 10 removal, 38 lands as a sound deckbuilding starting point. Practical tips: vary roles within each category (early cantrips, engines, burst, late refill for draw; cheap and big ramp), treat protection and recursion together as 'resilience,' and ultimately optimize for enjoyment and storytelling. A second host adds that cheap precons can be upgraded with a few power cards to compete.

Key Clips

  • [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.
  • [05:40] 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.
  • [06:29] Personally, I'd make a category for resilience, which includes both of these types of cards. Protection keeps you ahead. Recursion gets you back after being brought down. Both are important.
  • [07:19] Let's call it the 10 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.
  • [07:41] When you're picking your 10 to 12 card draw spells, it's good to have some that are great early cantrips like faithless looting, some that are engines, some that are great to get a burst of cards when you have no board like painful truths, and some that are good at refilling later in the game.
  • [08:03] Same can go for ramp and making sure you have two mana ramp, a couple three mana ramp, and one or two bigger ramp cards, though ramp is a lot more dependent on your strategy. I find that variation of role per category makes games more varied and interesting.
  • [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 just get a couple cards to upgrade them. I like putting cards like Underworld Breach, Dice Oracle, and Demonic Consultation. And suddenly that precon is just as good as any other deck.

Tags

Archetypes/Strategy: control, tokens, value-engine Format/Bracket: Core, Upgraded, cEDH Card Categories: ramp, removal, draw, recursion, protection, board-wipe, counter

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