Precons › Commander 2016

Entropic Uprising

Commander precon · Commander 2016 · 2016 · led by Yidris, Maelstrom Wielder

Main theme: Discard · Synergy 2.4/5 (developing) · Bracket 1–2 · Yidris, Maelstrom Wielder works with 60 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.

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

Its cards work together as before: synergy stays at 2.4 of 5, developing. Its consistency is unchanged: Build stays at 4.6 of 5, on target; still 3 short on interaction, 1 short on ramp, was 2. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Rakdos Carnarium: Rakdos Carnarium enters tapped. Put in Badlands: Badlands never enters tapped and makes black or red.
  2. Take out Jungle Hollow: Jungle Hollow enters tapped. Put in Bayou: Bayou never enters tapped and makes black or green.
  3. Take out Swiftwater Cliffs: Swiftwater Cliffs enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  4. Take out Dismal Backwater: Dismal Backwater enters tapped. Put in Darkwater Catacombs: Darkwater Catacombs never enters tapped and makes blue or black.
  5. Take out Rugged Highlands: Rugged Highlands enters tapped. Put in Fire-Lit Thicket: Fire-Lit Thicket never enters tapped and makes red or green.
  6. Take out Simic Growth Chamber: Simic Growth Chamber enters tapped. Put in Breeding Pool: Breeding Pool never enters tapped and makes blue or green.
  7. Take out Thornwood Falls: Thornwood Falls enters tapped. Put in Flooded Grove: Flooded Grove never enters tapped and makes blue or green.

Ramp

  1. Take out Etherium-Horn Sorcerer: Etherium-Horn Sorcerer is next on the report's cut list. Works with 1 other card: with 1 again and again. Put in Phial of Galadriel: Ramp: you were 2 short; Phial of Galadriel counts as ramp. When Treasure Cruise makes a player draw a card, Phial of Galadriel draws you 2 cards.

Upgrades at bracket 3

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

8 swaps, and after them the report reads the deck at bracket 1–2. These are the same swaps as at bracket 1–2: none of the stronger cards bracket 3 allows does any of these jobs strictly better, so aiming higher changes nothing for this deck.

Its cards work together as before: synergy stays at 2.4 of 5, developing. Its consistency is unchanged: Build stays at 4.6 of 5, on target; still 3 short on interaction, 1 short on ramp, was 2. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Rakdos Carnarium: Rakdos Carnarium enters tapped. Put in Badlands: Badlands never enters tapped and makes black or red.
  2. Take out Jungle Hollow: Jungle Hollow enters tapped. Put in Bayou: Bayou never enters tapped and makes black or green.
  3. Take out Swiftwater Cliffs: Swiftwater Cliffs enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  4. Take out Dismal Backwater: Dismal Backwater enters tapped. Put in Darkwater Catacombs: Darkwater Catacombs never enters tapped and makes blue or black.
  5. Take out Rugged Highlands: Rugged Highlands enters tapped. Put in Fire-Lit Thicket: Fire-Lit Thicket never enters tapped and makes red or green.
  6. Take out Simic Growth Chamber: Simic Growth Chamber enters tapped. Put in Breeding Pool: Breeding Pool never enters tapped and makes blue or green.
  7. Take out Thornwood Falls: Thornwood Falls enters tapped. Put in Flooded Grove: Flooded Grove never enters tapped and makes blue or green.

Ramp

  1. Take out Etherium-Horn Sorcerer: Etherium-Horn Sorcerer is next on the report's cut list. Works with 1 other card: with 1 again and again. Put in Phial of Galadriel: Ramp: you were 2 short; Phial of Galadriel counts as ramp. When Treasure Cruise makes a player draw a card, Phial of Galadriel draws you 2 cards.

Upgrades at bracket 4–5

No limits on Game Changers or combos.

8 swaps, and after them the report reads the deck at bracket 1–2. 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 as before: synergy stays at 2.4 of 5, developing. Its consistency is unchanged: Build stays at 4.6 of 5, on target; still 3 short on interaction, 1 short on ramp, was 2. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Rakdos Carnarium: Rakdos Carnarium enters tapped. Put in Badlands: Badlands never enters tapped and makes black or red.
  2. Take out Jungle Hollow: Jungle Hollow enters tapped. Put in Bayou: Bayou never enters tapped and makes black or green.
  3. Take out Swiftwater Cliffs: Swiftwater Cliffs enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  4. Take out Dismal Backwater: Dismal Backwater enters tapped. Put in Darkwater Catacombs: Darkwater Catacombs never enters tapped and makes blue or black.
  5. Take out Rugged Highlands: Rugged Highlands enters tapped. Put in Fire-Lit Thicket: Fire-Lit Thicket never enters tapped and makes red or green.
  6. Take out Simic Growth Chamber: Simic Growth Chamber enters tapped. Put in Breeding Pool: Breeding Pool never enters tapped and makes blue or green.
  7. Take out Thornwood Falls: Thornwood Falls enters tapped. Put in Flooded Grove: Flooded Grove never enters tapped and makes blue or green.

Ramp

  1. Take out Etherium-Horn Sorcerer: Etherium-Horn Sorcerer is next on the report's cut list. Works with 1 other card: with 1 again and again. Put in Phial of Galadriel: Ramp: you were 2 short; Phial of Galadriel counts as ramp. When Treasure Cruise makes a player draw a card, Phial of Galadriel draws you 2 cards.

Opens a route: Windrider Wizard. 22 of its cards reach Horizon Chimera through it.

Also short, against a typical Commander deck: interaction 9 of 12, ramp 11 of 13.

The decklist

Creatures

Academy Elite · Aeon Chronicler · Blood Tyrant · Bloodbraid Elf · Coiling Oracle · Consuming Aberration · Dragon Mage · Etherium-Horn Sorcerer · Gamekeeper · Glint-Eye Nephilim · Goblin Spymaster · Guiltfeeder · Horizon Chimera · Kydele, Chosen of Kruphix · Nath of the Gilt-Leaf · Runehorn Hellkite · Sangromancer · Satyr Wayfinder · Spellheart Chimera · Thrasios, Triton Hero · Vial Smasher the Fierce · Wall of Blossoms

Instants and sorceries

Ancient Excavation · Army of the Damned · Bituminous Blast · Chain of Vapor · Chaos Warp · Cruel Entertainment · Curtains' Call · Decimate · Devastation Tide · Evacuation · Far Wanderings · Ghastly Conscription · Grave Upheaval · In Garruk's Wake · Parting Thoughts · Past in Flames · Rakdos Charm · Reforge the Soul · Spelltwine · Treacherous Terrain · Treasure Cruise · Volcanic Vision · Wheel of Fate · Whims of the Fates · Whispering Madness · Windfall · Worm Harvest

Artifacts and enchantments

Boompile · Burgeoning · Chromatic Lantern · Commander's Sphere · Fellwar Stone · Frenzied Fugue · Rakdos Signet · Simic Signet · Sol Ring · Waste Not · Whispersilk Cloak

Lands

Ash Barrens · Command Tower · Crumbling Necropolis · Dismal Backwater · Evolving Wilds · Exotic Orchard · 5 Forest · Frontier Bivouac · 5 Island · Jungle Hollow · 5 Mountain · Opulent Palace · Rakdos Carnarium · Reliquary Tower · Rugged Highlands · Rupture Spire · Savage Lands · Shadowblood Ridge · Simic Growth Chamber · 5 Swamp · Swiftwater Cliffs · Terramorphic Expanse · Thornwood Falls

Other Commander 2016 precons