Precons › Commander 2018

Adaptive Enchantment

Commander precon · Commander 2018 · 2018 · led by Estrid, the Masked

Synergy 4.2/5 (tight) · Bracket 1–2 · Estrid, the Masked works with 36 of its cards

Upgrades at bracket 1–2

No Game Changers and no infinite combos: the level of an unchanged precon. Game Changers are cards on WotC's official list of cards that make a deck much stronger.

16 swaps, and after them the report reads the deck at bracket 1–2.

Its cards work together as before: synergy stays at 4.2 of 5, tight. It is a little more consistent: Build 3.7 → 4.0 of 5, still close; 7 short on interaction, was 8, 4 short on ramp, was 6. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Blossoming Sands: Blossoming Sands enters tapped. Put in Bountiful Promenade: Bountiful Promenade never enters tapped and makes white or green.
  2. Take out Selesnya Sanctuary: Selesnya Sanctuary enters tapped. Put in Savannah: Savannah never enters tapped and makes white or green.
  3. Take out Tranquil Expanse: Tranquil Expanse enters tapped. Put in Sungrass Prairie: Sungrass Prairie never enters tapped and makes white or green.
  4. Take out Simic Growth Chamber: Simic Growth Chamber enters tapped. Put in Breeding Pool: Breeding Pool never enters tapped and makes blue or green.
  5. Take out Thornwood Falls: Thornwood Falls enters tapped. Put in Flooded Grove: Flooded Grove never enters tapped and makes blue or green.
  6. Take out Woodland Stream: Woodland Stream enters tapped. Put in Overflowing Basin: Overflowing Basin never enters tapped and makes blue or green.
  7. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  8. Take out Meandering River: Meandering River enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  9. Take out Tranquil Cove: Tranquil Cove enters tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
  10. Take out Forest: Forest makes only green. Put in Rejuvenating Springs: Rejuvenating Springs never enters tapped and makes blue or green.

Ramp

  1. Take out Genesis Storm: Genesis Storm is next on the report's cut list. Put in Arcane Signet: Ramp: you were 6 short; Arcane Signet counts as ramp.
  2. Take out Finest Hour: Finest Hour is next on the report's cut list. Works with 13 other cards: with 3 again and again, with 10 just once or in the background. Put in Azorius Signet: Ramp: you were 6 short; Azorius Signet counts as ramp.

Cards that work together

  1. Take out Empyrial Storm: Empyrial Storm works with no other card in this deck. Put in Invasion of Theros // Ephara, Ever-Sheltering: Eidolon of Blossoms counts toward the 3 or more enchantments Ephara, Ever-Sheltering needs
  2. Take out Hydra Omnivore: Hydra Omnivore works with 2 cards in this deck, all of them on its theme; Calix, Guided by Fate works with 18 cards, 15 of them on it, and with your commander. Put in Calix, Guided by Fate: When an enchantment enters thanks to Calix, Guided by Fate, Eidolon of Blossoms draws you 1 card
  3. Take out Celestial Archon: Celestial Archon works with 8 cards in this deck, 3 of them on its theme; Thassa's Devourer works with 12 cards, 8 of them on it. Put in Thassa's Devourer: Heavenly Blademaster gives Thassa's Devourer bigger stats
  4. Take out Boon Satyr: Boon Satyr works with 9 cards in this deck, 4 of them on its theme; Oakheart Dryads works with 11 cards, 8 of them on it. Put in Oakheart Dryads: Heavenly Blademaster gives Oakheart Dryads bigger stats

Upgrades at bracket 3

Up to three Game Changers, and no two-card infinite combo that costs 6 or less.

18 swaps, and after them the report reads the deck at bracket 3.

Its cards work together a little more: synergy 4.2 → 4.3 of 5, still tight. It is a little more consistent: Build 3.7 → 4.0 of 5, still close; 7 short on interaction, was 8, 4 short on ramp, was 6. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Blossoming Sands: Blossoming Sands enters tapped. Put in Bountiful Promenade: Bountiful Promenade never enters tapped and makes white or green.
  2. Take out Selesnya Sanctuary: Selesnya Sanctuary enters tapped. Put in Savannah: Savannah never enters tapped and makes white or green.
  3. Take out Tranquil Expanse: Tranquil Expanse enters tapped. Put in Sungrass Prairie: Sungrass Prairie never enters tapped and makes white or green.
  4. Take out Simic Growth Chamber: Simic Growth Chamber enters tapped. Put in Breeding Pool: Breeding Pool never enters tapped and makes blue or green.
  5. Take out Thornwood Falls: Thornwood Falls enters tapped. Put in Flooded Grove: Flooded Grove never enters tapped and makes blue or green.
  6. Take out Woodland Stream: Woodland Stream enters tapped. Put in Overflowing Basin: Overflowing Basin never enters tapped and makes blue or green.
  7. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  8. Take out Meandering River: Meandering River enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  9. Take out Tranquil Cove: Tranquil Cove enters tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
  10. Take out Forest: Forest makes only green. Put in Rejuvenating Springs: Rejuvenating Springs never enters tapped and makes blue or green.

Ramp

  1. Take out Genesis Storm: Genesis Storm is next on the report's cut list. Put in Arcane Signet: Ramp: you were 6 short; Arcane Signet counts as ramp.
  2. Take out Finest Hour: Finest Hour is next on the report's cut list. Works with 13 other cards: with 3 again and again, with 10 just once or in the background. Put in Azorius Signet: Ramp: you were 6 short; Azorius Signet counts as ramp.
  3. Take out Sol Ring: Sol Ring is weaker ramp than Smothering Tithe. Put in Smothering Tithe: Smothering Tithe is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Board wipes

  1. Take out Martial Coup: Martial Coup is weaker board wipe than Cyclonic Rift. Put in Cyclonic Rift: Cyclonic Rift is board wipe too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Cards that work together

  1. Take out Empyrial Storm: Empyrial Storm works with no other card in this deck. Put in Invasion of Theros // Ephara, Ever-Sheltering: Eidolon of Blossoms counts toward the 3 or more enchantments Ephara, Ever-Sheltering needs
  2. Take out Hydra Omnivore: Hydra Omnivore works with 2 cards in this deck, all of them on its theme; Calix, Guided by Fate works with 18 cards, 15 of them on it, and with your commander. Put in Calix, Guided by Fate: When an enchantment enters thanks to Calix, Guided by Fate, Eidolon of Blossoms draws you 1 card
  3. Take out Celestial Archon: Celestial Archon works with 8 cards in this deck, 3 of them on its theme; Thassa's Devourer works with 12 cards, 8 of them on it. Put in Thassa's Devourer: Heavenly Blademaster gives Thassa's Devourer bigger stats
  4. Take out Boon Satyr: Boon Satyr works with 9 cards in this deck, 4 of them on its theme; Oakheart Dryads works with 11 cards, 8 of them on it. Put in Oakheart Dryads: Heavenly Blademaster gives Oakheart Dryads bigger stats

Upgrades at bracket 4–5

No limits on Game Changers or combos.

18 swaps, and after them the report reads the deck at bracket 3. These are the same swaps as at bracket 3: none of the stronger cards bracket 4–5 allows does any of these jobs strictly better, so aiming higher changes nothing for this deck.

Its cards work together a little more: synergy 4.2 → 4.3 of 5, still tight. It is a little more consistent: Build 3.7 → 4.0 of 5, still close; 7 short on interaction, was 8, 4 short on ramp, was 6. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Blossoming Sands: Blossoming Sands enters tapped. Put in Bountiful Promenade: Bountiful Promenade never enters tapped and makes white or green.
  2. Take out Selesnya Sanctuary: Selesnya Sanctuary enters tapped. Put in Savannah: Savannah never enters tapped and makes white or green.
  3. Take out Tranquil Expanse: Tranquil Expanse enters tapped. Put in Sungrass Prairie: Sungrass Prairie never enters tapped and makes white or green.
  4. Take out Simic Growth Chamber: Simic Growth Chamber enters tapped. Put in Breeding Pool: Breeding Pool never enters tapped and makes blue or green.
  5. Take out Thornwood Falls: Thornwood Falls enters tapped. Put in Flooded Grove: Flooded Grove never enters tapped and makes blue or green.
  6. Take out Woodland Stream: Woodland Stream enters tapped. Put in Overflowing Basin: Overflowing Basin never enters tapped and makes blue or green.
  7. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  8. Take out Meandering River: Meandering River enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  9. Take out Tranquil Cove: Tranquil Cove enters tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
  10. Take out Forest: Forest makes only green. Put in Rejuvenating Springs: Rejuvenating Springs never enters tapped and makes blue or green.

Ramp

  1. Take out Genesis Storm: Genesis Storm is next on the report's cut list. Put in Arcane Signet: Ramp: you were 6 short; Arcane Signet counts as ramp.
  2. Take out Finest Hour: Finest Hour is next on the report's cut list. Works with 13 other cards: with 3 again and again, with 10 just once or in the background. Put in Azorius Signet: Ramp: you were 6 short; Azorius Signet counts as ramp.
  3. Take out Sol Ring: Sol Ring is weaker ramp than Smothering Tithe. Put in Smothering Tithe: Smothering Tithe is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Board wipes

  1. Take out Martial Coup: Martial Coup is weaker board wipe than Cyclonic Rift. Put in Cyclonic Rift: Cyclonic Rift is board wipe too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Cards that work together

  1. Take out Empyrial Storm: Empyrial Storm works with no other card in this deck. Put in Invasion of Theros // Ephara, Ever-Sheltering: Eidolon of Blossoms counts toward the 3 or more enchantments Ephara, Ever-Sheltering needs
  2. Take out Hydra Omnivore: Hydra Omnivore works with 2 cards in this deck, all of them on its theme; Calix, Guided by Fate works with 18 cards, 15 of them on it, and with your commander. Put in Calix, Guided by Fate: When an enchantment enters thanks to Calix, Guided by Fate, Eidolon of Blossoms draws you 1 card
  3. Take out Celestial Archon: Celestial Archon works with 8 cards in this deck, 3 of them on its theme; Thassa's Devourer works with 12 cards, 8 of them on it. Put in Thassa's Devourer: Heavenly Blademaster gives Thassa's Devourer bigger stats
  4. Take out Boon Satyr: Boon Satyr works with 9 cards in this deck, 4 of them on its theme; Oakheart Dryads works with 11 cards, 8 of them on it. Put in Oakheart Dryads: Heavenly Blademaster gives Oakheart Dryads bigger stats

Also short, against a typical Commander deck: interaction 5 of 13, ramp 7 of 13.

The decklist

Creatures

Ajani's Chosen · Archetype of Imagination · Arixmethes, Slumbering Isle · Aura Gnarlid · Boon Satyr · Bruna, Light of Alabaster · Celestial Archon · Cold-Eyed Selkie · Daxos of Meletis · Eidolon of Blossoms · Elderwood Scion · Heavenly Blademaster · Herald of the Pantheon · Hydra Omnivore · Kestia, the Cultivator · Loyal Drake · Loyal Guardian · Loyal Unicorn · Nylea's Colossus · Ravenous Slime · Reclamation Sage · Silent Sentinel · Tuvasa the Sunlit · Whitewater Naiads · Yavimaya Enchantress

Instants and sorceries

Bant Charm · Creeping Renaissance · Dismantling Blow · Empyrial Storm · Genesis Storm · Kruphix's Insight · Martial Coup · Phyrexian Rebirth · Winds of Rath

Artifacts and enchantments

Bear Umbra · Dawn's Reflection · Dictate of Kruphix · Eel Umbra · Enchantress's Presence · Epic Proportions · Estrid's Invocation · Ever-Watching Threshold · Fertile Ground · Finest Hour · Ground Seal · Myth Unbound · Octopus Umbra · Overgrowth · Righteous Authority · Sage's Reverie · Sigil of the Empty Throne · Snake Umbra · Sol Ring · Soul Snare · Spawning Grounds · Unflinching Courage · Unquestioned Authority · Vow of Flight · Vow of Wildness · Wild Growth

Lands

Azorius Chancery · Blossoming Sands · Command Tower · Evolving Wilds · 8 Forest · Forge of Heroes · 6 Island · Krosan Verge · Meandering River · Mosswort Bridge · 9 Plains · Seaside Citadel · Selesnya Sanctuary · Simic Growth Chamber · Terramorphic Expanse · Thornwood Falls · Tranquil Cove · Tranquil Expanse · Woodland Stream

Other Commander 2018 precons