Precons › Starter Commander Decks

Grave Danger

Commander precon · Starter Commander Decks · 2022 · led by Gisa and Geralf

Main theme: Zombie tribal · Synergy 4.1/5 (tight) · Bracket 1–2 · Gisa and Geralf works with 38 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.

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

Its cards work together as before: synergy stays at 4.1 of 5, tight. It is a little more consistent: Build 4.3 → 4.4 of 5, still on target; no longer short on card advantage, 2 short on ramp, was 5. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Choked Estuary: Choked Estuary enters tapped. Put in Darkwater Catacombs: Darkwater Catacombs never enters tapped and makes blue or black.
  2. Take out Dismal Backwater: Dismal Backwater enters tapped. Put in Morphic Pool: Morphic Pool never enters tapped and makes blue or black.
  3. Take out Jwar Isle Refuge: Jwar Isle Refuge enters tapped. Put in Sunken Ruins: Sunken Ruins never enters tapped and makes blue or black.
  4. Take out Salt Marsh: Salt Marsh enters tapped. Put in Underground Sea: Underground Sea never enters tapped and makes blue or black.
  5. Take out Submerged Boneyard: Submerged Boneyard enters tapped. Put in Watery Grave: Watery Grave never enters tapped and makes blue or black.
  6. Take out Temple of Deceit: Temple of Deceit enters tapped. Put in Darkslick Shores: Darkslick Shores enters tapped less often and makes blue or black.

Ramp

  1. Take out Crippling Fear: Crippling Fear is next on the report's cut list. Works with 17 other cards: with 7 again and again, with 10 just once or in the background. Put in Crowded Crypt: Ramp: you were 5 short; Crowded Crypt counts as ramp. When a Zombie enters thanks to Crowded Crypt, Champion of the Perished puts a +1/+1 counter on itself.
  2. Take out Unbreathing Horde: Unbreathing Horde is next on the report's cut list. Works with 17 other cards: with 11 again and again, with 6 just once or in the background. Put in Fellwar Stone: Ramp: you were 5 short; Fellwar Stone counts as ramp.
  3. Take out Mire Triton: Mire Triton is next on the report's cut list. Works with 19 other cards: with 14 again and again, with 5 just once or in the background. Put in The Soul Stone: Ramp: you were 5 short; The Soul Stone counts as ramp.
  4. Take out Unstable Obelisk: Unstable Obelisk also does removal, and doesn't make blue and black, which the deck is short of for its spells. Put in Bender's Waterskin: Bender's Waterskin is the same ramp and makes blue and black, which the deck is short of for its spells, but does not do removal.

Interaction

  1. Take out Undermine: Undermine costs 3 where Arcane Denial costs 2. Put in Arcane Denial: Arcane Denial is the same counterspell for 1 less mana.

Cards that work together

  1. Take out Army of the Damned: Army of the Damned works with 7 cards in this deck, 1 of them on its theme; The Scarab God works with 45 cards, 26 of them on it, and with your commander. Put in The Scarab God: Liliana, Untouched by Death puts cards into the graveyard that The Scarab God can bring back
  2. Take out Open the Graves: Open the Graves works with 10 cards in this deck, 1 of them on its theme; Graveborn Muse works with 34 cards, 27 of them on it, and with your commander. Put in Graveborn Muse: While you control Graveborn Muse, Liliana, Untouched by Death counts it and does more
  3. Take out Syphon Flesh: Syphon Flesh works with 10 cards in this deck, 1 of them on its theme; Endless Ranks of the Dead works with 29 cards, 26 of them on it. Put in Endless Ranks of the Dead: When a Zombie enters thanks to Endless Ranks of the Dead, Champion of the Perished puts a +1/+1 counter on itself

Upgrades at bracket 3

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

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

Its cards work together as before: synergy stays at 4.1 of 5, tight. It is a little more consistent: Build 4.3 → 4.4 of 5, still on target; no longer short on card advantage, 2 short on ramp, was 5. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Choked Estuary: Choked Estuary enters tapped. Put in Darkwater Catacombs: Darkwater Catacombs never enters tapped and makes blue or black.
  2. Take out Dismal Backwater: Dismal Backwater enters tapped. Put in Morphic Pool: Morphic Pool never enters tapped and makes blue or black.
  3. Take out Jwar Isle Refuge: Jwar Isle Refuge enters tapped. Put in Sunken Ruins: Sunken Ruins never enters tapped and makes blue or black.
  4. Take out Salt Marsh: Salt Marsh enters tapped. Put in Underground Sea: Underground Sea never enters tapped and makes blue or black.
  5. Take out Submerged Boneyard: Submerged Boneyard enters tapped. Put in Watery Grave: Watery Grave never enters tapped and makes blue or black.
  6. Take out Temple of Deceit: Temple of Deceit enters tapped. Put in Darkslick Shores: Darkslick Shores enters tapped less often and makes blue or black.

Ramp

  1. Take out Crippling Fear: Crippling Fear is next on the report's cut list. Works with 17 other cards: with 7 again and again, with 10 just once or in the background. Put in Crowded Crypt: Ramp: you were 5 short; Crowded Crypt counts as ramp. When a Zombie enters thanks to Crowded Crypt, Champion of the Perished puts a +1/+1 counter on itself.
  2. Take out Unbreathing Horde: Unbreathing Horde is next on the report's cut list. Works with 17 other cards: with 11 again and again, with 6 just once or in the background. Put in Fellwar Stone: Ramp: you were 5 short; Fellwar Stone counts as ramp.
  3. Take out Mire Triton: Mire Triton is next on the report's cut list. Works with 19 other cards: with 14 again and again, with 5 just once or in the background. Put in The Soul Stone: Ramp: you were 5 short; The Soul Stone counts as ramp.
  4. Take out Unstable Obelisk: Unstable Obelisk also does removal, and doesn't make blue and black, which the deck is short of for its spells. Put in Bender's Waterskin: Bender's Waterskin is the same ramp and makes blue and black, which the deck is short of for its spells, but does not do removal.
  5. Take out Arcane Signet: Arcane Signet is weaker ramp than Chrome Mox. Put in Chrome Mox: Chrome Mox is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  6. Take out Dimir Signet: Dimir Signet is weaker ramp than Mana Vault. Put in Mana Vault: Mana Vault is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Card advantage

  1. Take out Distant Melody: Distant Melody is weaker card draw than Rhystic Study. Put in Rhystic Study: Rhystic Study is card draw too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Interaction

  1. Take out Undermine: Undermine costs 3 where Arcane Denial costs 2. Put in Arcane Denial: Arcane Denial is the same counterspell for 1 less mana.

Cards that work together

  1. Take out Army of the Damned: Army of the Damned works with 7 cards in this deck, 1 of them on its theme; The Scarab God works with 45 cards, 26 of them on it, and with your commander. Put in The Scarab God: Liliana, Untouched by Death puts cards into the graveyard that The Scarab God can bring back
  2. Take out Open the Graves: Open the Graves works with 10 cards in this deck, 1 of them on its theme; Graveborn Muse works with 34 cards, 27 of them on it, and with your commander. Put in Graveborn Muse: While you control Graveborn Muse, Liliana, Untouched by Death counts it and does more
  3. Take out Syphon Flesh: Syphon Flesh works with 10 cards in this deck, 1 of them on its theme; Endless Ranks of the Dead works with 29 cards, 26 of them on it. Put in Endless Ranks of the Dead: When a Zombie enters thanks to Endless Ranks of the Dead, Champion of the Perished puts a +1/+1 counter on itself

Upgrades at bracket 4–5

No limits on Game Changers or combos.

17 swaps, and after them the report reads the deck at bracket 4–5.

Its cards work together as before: synergy stays at 4.1 of 5, tight. Its consistency is unchanged: Build stays at 4.3 of 5, on target; 2 short on ramp, was 5, 1 short on card advantage, was 3. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Choked Estuary: Choked Estuary enters tapped. Put in Darkwater Catacombs: Darkwater Catacombs never enters tapped and makes blue or black.
  2. Take out Dismal Backwater: Dismal Backwater enters tapped. Put in Morphic Pool: Morphic Pool never enters tapped and makes blue or black.
  3. Take out Jwar Isle Refuge: Jwar Isle Refuge enters tapped. Put in Sunken Ruins: Sunken Ruins never enters tapped and makes blue or black.
  4. Take out Salt Marsh: Salt Marsh enters tapped. Put in Underground Sea: Underground Sea never enters tapped and makes blue or black.
  5. Take out Submerged Boneyard: Submerged Boneyard enters tapped. Put in Watery Grave: Watery Grave never enters tapped and makes blue or black.
  6. Take out Temple of Deceit: Temple of Deceit enters tapped. Put in Darkslick Shores: Darkslick Shores enters tapped less often and makes blue or black.

Ramp

  1. Take out Crippling Fear: Crippling Fear is next on the report's cut list. Works with 17 other cards: with 7 again and again, with 10 just once or in the background. Put in Crowded Crypt: Ramp: you were 5 short; Crowded Crypt counts as ramp. When a Zombie enters thanks to Crowded Crypt, Champion of the Perished puts a +1/+1 counter on itself.
  2. Take out Unbreathing Horde: Unbreathing Horde is next on the report's cut list. Works with 17 other cards: with 11 again and again, with 6 just once or in the background. Put in Fellwar Stone: Ramp: you were 5 short; Fellwar Stone counts as ramp.
  3. Take out Mire Triton: Mire Triton is next on the report's cut list. Works with 19 other cards: with 14 again and again, with 5 just once or in the background. Put in The Soul Stone: Ramp: you were 5 short; The Soul Stone counts as ramp.
  4. Take out Unstable Obelisk: Unstable Obelisk also does removal, and doesn't make blue and black, which the deck is short of for its spells. Put in Bender's Waterskin: Bender's Waterskin is the same ramp and makes blue and black, which the deck is short of for its spells, but does not do removal.
  5. Take out Arcane Signet: Arcane Signet is weaker ramp than Chrome Mox. Put in Chrome Mox: Chrome Mox is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  6. Take out Dimir Signet: Dimir Signet is weaker ramp than Mana Vault. Put in Mana Vault: Mana Vault is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Card advantage

  1. Take out Distant Melody: Distant Melody is weaker card draw than Rhystic Study. Put in Rhystic Study: Rhystic Study is card draw too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Interaction

  1. Take out Undermine: Undermine is weaker counterspell than Force of Will. Put in Force of Will: Force of Will is counterspell too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Cards that work together

  1. Take out Army of the Damned: Army of the Damned works with 7 cards in this deck, 1 of them on its theme; The Scarab God works with 45 cards, 26 of them on it, and with your commander. Put in The Scarab God: Liliana, Untouched by Death puts cards into the graveyard that The Scarab God can bring back
  2. Take out Open the Graves: Open the Graves works with 10 cards in this deck, 1 of them on its theme; Graveborn Muse works with 34 cards, 27 of them on it, and with your commander. Put in Graveborn Muse: While you control Graveborn Muse, Liliana, Untouched by Death counts it and does more
  3. Take out Syphon Flesh: Syphon Flesh works with 10 cards in this deck, 1 of them on its theme; Endless Ranks of the Dead works with 29 cards, 26 of them on it. Put in Endless Ranks of the Dead: When a Zombie enters thanks to Endless Ranks of the Dead, Champion of the Perished puts a +1/+1 counter on itself

Opens a route: Ravenous Rotbelly. 5 of its cards reach Diregraf Captain through it.

Also short, against a typical Commander deck: ramp 8 of 13, card advantage 11 of 14.

The decklist

Creatures

Cemetery Reaper · Champion of the Perished · Diregraf Captain · Eternal Skylord · Fleshbag Marauder · Geralf's Mindcrusher · Gleaming Overseer · Gravespawn Sovereign · Gray Merchant of Asphodel · Havengul Lich · Josu Vess, Lich Knight · Laboratory Drudge · Lazotep Reaver · Liliana's Devotee · Liliana's Standard Bearer · Lord of the Accursed · Lotleth Giant · Loyal Subordinate · Midnight Reaper · Mire Triton · Overseer of the Damned · Scourge of Nel Toth · Spark Reaper · Unbreathing Horde · Undead Augur · Vela the Night-Clad · Vengeful Dead · Vizier of the Scorpion · Withered Wretch

Planeswalkers

Liliana, Untouched by Death

Instants and sorceries

Army of the Damned · Crippling Fear · Cruel Revival · Deep Analysis · Distant Melody · Enter the God-Eternals · Feed the Swarm · Lazotep Plating · Murder · Necromantic Selection · Necrotic Hex · Pilfered Plans · Sinister Sabotage · Syphon Flesh · Undermine · Victimize · Zombie Apocalypse

Artifacts and enchantments

Arcane Signet · Commander's Sphere · Curse of Disturbance · Dimir Signet · Grimoire of the Dead · Heraldic Banner · Liliana's Mastery · Open the Graves · Sol Ring · Talisman of Dominance · Unstable Obelisk · Vampiric Rites · Wayfarer's Bauble

Lands

Choked Estuary · Command Tower · Dismal Backwater · 13 Island · Jwar Isle Refuge · Salt Marsh · Submerged Boneyard · Sunken Hollow · 18 Swamp · Temple of Deceit

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