Precons › Commander 2019

Mystic Intellect

Commander precon · Commander 2019 · 2019 · led by Sevinne, the Chronoclasm

Synergy 2.3/5 (developing) · Bracket 3 · Sevinne, the Chronoclasm works with 3 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.It starts at bracket 3, so the first 2 swaps bring it down.

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

Its cards work together more: synergy 2.3 → 3.1 of 5, from developing to connected. It is a little more consistent: Build 4.4 → 4.6 of 5, still on target; still 1 short on interaction, 1 short on ramp, was 3. That is what this page measures: how well the deck holds together, not how strong it is.

First, to reach bracket 1–2

  1. Take out Refuse // Cooperate: With Sevinne, the Chronoclasm, Refuse // Cooperate makes an infinite combo, which bracket 1–2 doesn't allow. Put in Windrider Wizard: Windrider Wizard puts cards into the graveyard that Sun Titan can bring back
  2. Take out Increasing Vengeance: With Sevinne, the Chronoclasm, Increasing Vengeance makes an infinite combo, which bracket 1–2 doesn't allow. Put in Master of Winds: Master of Winds puts cards into the graveyard that Sun Titan can bring back

Lands

  1. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  2. Take out Tranquil Cove: Tranquil Cove enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  3. Take out Highland Lake: Highland Lake enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  4. Take out Izzet Boilerworks: Izzet Boilerworks enters tapped. Put in Ferrous Lake: Ferrous Lake never enters tapped and makes blue or red.
  5. Take out Izzet Guildgate: Izzet Guildgate enters tapped. Put in Steam Vents: Steam Vents never enters tapped and makes blue or red.
  6. Take out Swiftwater Cliffs: Swiftwater Cliffs enters tapped. Put in Training Center: Training Center never enters tapped and makes blue or red.
  7. Take out Boros Garrison: Boros Garrison enters tapped. Put in Plateau: Plateau never enters tapped and makes white or red.
  8. Take out Boros Guildgate: Boros Guildgate enters tapped. Put in Rugged Prairie: Rugged Prairie never enters tapped and makes white or red.
  9. Take out Stone Quarry: Stone Quarry enters tapped. Put in Sacred Foundry: Sacred Foundry never enters tapped and makes white or red.
  10. Take out Wind-Scarred Crag: Wind-Scarred Crag enters tapped. Put in Spectator Seating: Spectator Seating never enters tapped and makes white or red.

Ramp

  1. Take out Zetalpa, Primal Dawn: Zetalpa, Primal Dawn is next on the report's cut list. Works with 2 other cards: with 2 again and again. Put in Phial of Galadriel: Ramp: you were 3 short; Phial of Galadriel counts as ramp. Sun Titan can bring back Phial of Galadriel.
  2. Take out Bloodthirsty Blade: Bloodthirsty Blade is next on the report's cut list. Put in Arcane Signet: Ramp: you were 3 short; Arcane Signet counts as ramp.

Upgrades at bracket 3

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

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

Its cards work together a little more: synergy 2.3 → 2.5 of 5, still developing. It is a little more consistent: Build 4.4 → 4.6 of 5, still on target; still 1 short on interaction, 1 short on ramp, was 3. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  2. Take out Tranquil Cove: Tranquil Cove enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  3. Take out Highland Lake: Highland Lake enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  4. Take out Izzet Boilerworks: Izzet Boilerworks enters tapped. Put in Ferrous Lake: Ferrous Lake never enters tapped and makes blue or red.
  5. Take out Izzet Guildgate: Izzet Guildgate enters tapped. Put in Steam Vents: Steam Vents never enters tapped and makes blue or red.
  6. Take out Swiftwater Cliffs: Swiftwater Cliffs enters tapped. Put in Training Center: Training Center never enters tapped and makes blue or red.
  7. Take out Boros Garrison: Boros Garrison enters tapped. Put in Plateau: Plateau never enters tapped and makes white or red.
  8. Take out Boros Guildgate: Boros Guildgate enters tapped. Put in Rugged Prairie: Rugged Prairie never enters tapped and makes white or red.
  9. Take out Stone Quarry: Stone Quarry enters tapped. Put in Sacred Foundry: Sacred Foundry never enters tapped and makes white or red.
  10. Take out Wind-Scarred Crag: Wind-Scarred Crag enters tapped. Put in Spectator Seating: Spectator Seating never enters tapped and makes white or red.

Ramp

  1. Take out Zetalpa, Primal Dawn: Zetalpa, Primal Dawn is next on the report's cut list. Works with 2 other cards: with 2 again and again. Put in Phial of Galadriel: Ramp: you were 3 short; Phial of Galadriel counts as ramp. Sun Titan can bring back Phial of Galadriel.
  2. Take out Bloodthirsty Blade: Bloodthirsty Blade is next on the report's cut list. Put in Arcane Signet: Ramp: you were 3 short; Arcane Signet counts as ramp.

Upgrades at bracket 4–5

No limits on Game Changers or combos.

12 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 2.3 → 2.5 of 5, still developing. It is a little more consistent: Build 4.4 → 4.6 of 5, still on target; still 1 short on interaction, 1 short on ramp, was 3. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  2. Take out Tranquil Cove: Tranquil Cove enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  3. Take out Highland Lake: Highland Lake enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  4. Take out Izzet Boilerworks: Izzet Boilerworks enters tapped. Put in Ferrous Lake: Ferrous Lake never enters tapped and makes blue or red.
  5. Take out Izzet Guildgate: Izzet Guildgate enters tapped. Put in Steam Vents: Steam Vents never enters tapped and makes blue or red.
  6. Take out Swiftwater Cliffs: Swiftwater Cliffs enters tapped. Put in Training Center: Training Center never enters tapped and makes blue or red.
  7. Take out Boros Garrison: Boros Garrison enters tapped. Put in Plateau: Plateau never enters tapped and makes white or red.
  8. Take out Boros Guildgate: Boros Guildgate enters tapped. Put in Rugged Prairie: Rugged Prairie never enters tapped and makes white or red.
  9. Take out Stone Quarry: Stone Quarry enters tapped. Put in Sacred Foundry: Sacred Foundry never enters tapped and makes white or red.
  10. Take out Wind-Scarred Crag: Wind-Scarred Crag enters tapped. Put in Spectator Seating: Spectator Seating never enters tapped and makes white or red.

Ramp

  1. Take out Zetalpa, Primal Dawn: Zetalpa, Primal Dawn is next on the report's cut list. Works with 2 other cards: with 2 again and again. Put in Phial of Galadriel: Ramp: you were 3 short; Phial of Galadriel counts as ramp. Sun Titan can bring back Phial of Galadriel.
  2. Take out Bloodthirsty Blade: Bloodthirsty Blade is next on the report's cut list. Put in Arcane Signet: Ramp: you were 3 short; Arcane Signet counts as ramp.

Opens a route: Eye of Singularity. 33 of its cards reach Gerrard, Weatherlight Hero through it.

Also short, against a typical Commander deck: ramp 10 of 13, interaction 9 of 10.

The decklist

Creatures

Backdraft Hellkite · Burnished Hart · Clever Impersonator · Cliffside Rescuer · Crackling Drake · Dockside Extortionist · Elsha of the Infinite · Gerrard, Weatherlight Hero · Guttersnipe · Pramikon, Sky Rampart · Pristine Angel · Pristine Skywise · River Kelpie · Scaretiller · Sun Titan · Talrand, Sky Summoner · Thalia's Geistcaller · Wall of Stolen Identity · Zetalpa, Primal Dawn

Planeswalkers

Ral Zarek

Instants and sorceries

Chemister's Insight · Deep Analysis · Desperate Ravings · Devil's Play · Divine Reckoning · Dusk // Dawn · Fact or Fiction · Faithless Looting · Farm // Market · Fervent Denial · Ignite the Future · Increasing Devotion · Increasing Vengeance · Leadership Vacuum · Magmaquake · Mandate of Peace · Mass Diminish · Mystic Retrieval · Oona's Grace · Prismatic Strands · Purify the Grave · Ray of Distortion · Refuse // Cooperate · Rolling Temblor · Runic Repetition · Sevinne's Reclamation · Storm Herd · Think Twice

Artifacts and enchantments

Armillary Sphere · Azorius Locket · Bloodthirsty Blade · Burning Vengeance · Commander's Sphere · Empowered Autogenerator · Ghostly Prison · Izzet Locket · Jace's Sanctum · Secrets of the Dead · Sol Ring

Lands

Ash Barrens · Azorius Chancery · Boros Garrison · Boros Guildgate · Command Tower · Evolving Wilds · Exotic Orchard · Highland Lake · 8 Island · Izzet Boilerworks · Izzet Guildgate · 4 Mountain · Myriad Landscape · Mystic Monastery · 9 Plains · Prairie Stream · Stone Quarry · Swiftwater Cliffs · Temple of the False God · Terramorphic Expanse · Tranquil Cove · Wind-Scarred Crag

Other Commander 2019 precons