Precons › Kaldheim Commander
Phantom Premonition
Commander precon · Kaldheim Commander · 2021 · led by Ranar the Ever-Watchful
Main theme: Blink · Synergy 4.0/5 (tight) · Bracket 1–2 · Ranar the Ever-Watchful works with 6 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.
13 swaps, and after them the report reads the deck at bracket 1–2.
Its cards work together a little more: synergy 4.0 → 4.3 of 5, still tight. It is a little less consistent: Build 4.8 → 4.6 of 5, still on target; now 4 short on interaction, was 1, now 2 short on card advantage. That is what this page measures: how well the deck holds together, not how strong it is.
Lands
- Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
- Take out Azorius Guildgate: Azorius Guildgate enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
- Take out Glacial Floodplain: Glacial Floodplain enters tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
- Take out Meandering River: Meandering River enters tapped. Put in Skycloud Expanse: Skycloud Expanse never enters tapped and makes white or blue.
- Take out Sejiri Refuge: Sejiri Refuge enters tapped. Put in Tundra: Tundra never enters tapped and makes white or blue.
- Take out Tranquil Cove: Tranquil Cove enters tapped. Put in Deserted Beach: Deserted Beach enters tapped less often and makes white or blue.
Ramp
- Take out Mind Stone: Mind Stone also does card draw, and doesn't make white and blue, which the deck is short of for its spells. Put in Talisman of Progress: Talisman of Progress is the same ramp and makes white and blue, which the deck is short of for its spells, but does not do card draw.
- Take out Marble Diamond: Marble Diamond doesn't make blue, which the deck is short of for its spells. Put in Star Compass: Star Compass is the same ramp and makes blue, which the deck is short of for its spells.
Interaction
- Take out Warhorn Blast: Warhorn Blast is next on the report's cut list. Works with nothing else in this deck. Put in Salvation Swan: Interaction: you were 1 short; Salvation Swan counts as interaction. When you cast Eerie Interlude, it counts Salvation Swan and.
- Take out Saw It Coming: Saw It Coming 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
- Take out Storm Herd: Storm Herd works with 2 cards in this deck, 1 of them on its theme; Haliya, Guided by Light works with 21 cards, 20 of them on it, and with your commander. Put in Haliya, Guided by Light: When you cast Eerie Interlude, it counts Haliya, Guided by Light and
- Take out Migratory Route: Migratory Route works with 2 cards in this deck, 1 of them on its theme; Saltskitter works with 24 cards, 23 of them on it, and with your commander. Put in Saltskitter: When you cast Eerie Interlude, it counts Saltskitter and
- Take out Surtland Elementalist: Surtland Elementalist works with 4 cards in this deck, 3 of them on its theme. Put in Lunarch Veteran // Luminous Phantom: When you cast Eerie Interlude, it counts Lunarch Veteran and
Upgrades at bracket 3
Up to three Game Changers, and no two-card infinite combo that costs 6 or less.
15 swaps, and after them the report reads the deck at bracket 3.
Its cards work together a little more: synergy 4.0 → 4.4 of 5, still tight. It is a little less consistent: Build 4.8 → 4.6 of 5, still on target; now 4 short on interaction, was 1, now 2 short on card advantage. That is what this page measures: how well the deck holds together, not how strong it is.
Lands
- Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
- Take out Azorius Guildgate: Azorius Guildgate enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
- Take out Glacial Floodplain: Glacial Floodplain enters tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
- Take out Meandering River: Meandering River enters tapped. Put in Skycloud Expanse: Skycloud Expanse never enters tapped and makes white or blue.
- Take out Sejiri Refuge: Sejiri Refuge enters tapped. Put in Tundra: Tundra never enters tapped and makes white or blue.
- Take out Tranquil Cove: Tranquil Cove enters tapped. Put in Deserted Beach: Deserted Beach enters tapped less often and makes white or blue.
Ramp
- Take out Mind Stone: Mind Stone also does card draw, and doesn't make white and blue, which the deck is short of for its spells. Put in Talisman of Progress: Talisman of Progress is the same ramp and makes white and blue, which the deck is short of for its spells, but does not do card draw.
- Take out Marble Diamond: Marble Diamond 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.
- Take out Sky Diamond: Sky Diamond 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.
- Take out Azorius Signet: Azorius 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.
Interaction
- Take out Warhorn Blast: Warhorn Blast is next on the report's cut list. Works with nothing else in this deck. Put in Salvation Swan: Interaction: you were 1 short; Salvation Swan counts as interaction. When you cast Eerie Interlude, it counts Salvation Swan and.
- Take out Saw It Coming: Saw It Coming 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
- Take out Storm Herd: Storm Herd works with 2 cards in this deck, 1 of them on its theme; Haliya, Guided by Light works with 21 cards, 20 of them on it, and with your commander. Put in Haliya, Guided by Light: When you cast Eerie Interlude, it counts Haliya, Guided by Light and
- Take out Migratory Route: Migratory Route works with 2 cards in this deck, 1 of them on its theme; Saltskitter works with 24 cards, 23 of them on it, and with your commander. Put in Saltskitter: When you cast Eerie Interlude, it counts Saltskitter and
- Take out Surtland Elementalist: Surtland Elementalist works with 4 cards in this deck, 3 of them on its theme. Put in Lunarch Veteran // Luminous Phantom: When you cast Eerie Interlude, it counts Lunarch Veteran and
Upgrades at bracket 4–5
No limits on Game Changers or combos.
18 swaps, and after them the report reads the deck at bracket 4–5.
Its cards work together a little more: synergy 4.0 → 4.4 of 5, still tight. It is a little less consistent: Build 4.8 → 4.6 of 5, still on target; now 4 short on interaction, was 1, now 3 short on card advantage. That is what this page measures: how well the deck holds together, not how strong it is.
Lands
- Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
- Take out Azorius Guildgate: Azorius Guildgate enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
- Take out Glacial Floodplain: Glacial Floodplain enters tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
- Take out Meandering River: Meandering River enters tapped. Put in Skycloud Expanse: Skycloud Expanse never enters tapped and makes white or blue.
- Take out Sejiri Refuge: Sejiri Refuge enters tapped. Put in Tundra: Tundra never enters tapped and makes white or blue.
- Take out Tranquil Cove: Tranquil Cove enters tapped. Put in Deserted Beach: Deserted Beach enters tapped less often and makes white or blue.
Ramp
- Take out Mind Stone: Mind Stone also does card draw, and doesn't make white and blue, which the deck is short of for its spells. Put in Talisman of Progress: Talisman of Progress is the same ramp and makes white and blue, which the deck is short of for its spells, but does not do card draw.
- Take out Marble Diamond: Marble Diamond 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.
- Take out Sky Diamond: Sky Diamond 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.
- Take out Azorius Signet: Azorius 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.
- Take out Niko Defies Destiny: Niko Defies Destiny is weaker ramp than Mox Diamond. Put in Mox Diamond: Mox Diamond is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
- Take out Replicating Ring: Replicating Ring is weaker ramp than Grim Monolith. Put in Grim Monolith: Grim Monolith is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
Interaction
- Take out Warhorn Blast: Warhorn Blast is next on the report's cut list. Works with nothing else in this deck. Put in Salvation Swan: Interaction: you were 1 short; Salvation Swan counts as interaction. When you cast Eerie Interlude, it counts Salvation Swan and.
- Take out Saw It Coming: Saw It Coming 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.
Board wipes
- Take out Spectral Deluge: Spectral Deluge 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
- Take out Storm Herd: Storm Herd works with 2 cards in this deck, 1 of them on its theme; Haliya, Guided by Light works with 21 cards, 20 of them on it, and with your commander. Put in Haliya, Guided by Light: When you cast Eerie Interlude, it counts Haliya, Guided by Light and
- Take out Migratory Route: Migratory Route works with 2 cards in this deck, 1 of them on its theme; Saltskitter works with 24 cards, 23 of them on it, and with your commander. Put in Saltskitter: When you cast Eerie Interlude, it counts Saltskitter and
- Take out Surtland Elementalist: Surtland Elementalist works with 4 cards in this deck, 3 of them on its theme. Put in Lunarch Veteran // Luminous Phantom: When you cast Eerie Interlude, it counts Lunarch Veteran and
Also short, against a typical Commander deck: interaction 15 of 16.
The decklist
Creatures
Angel of Finality · Angel of Serenity · Arcane Artisan · Brago, King Eternal · Burnished Hart · Cloudblazer · Cloudgoat Ranger · Empyrean Eagle · Ethereal Valkyrie · Evangel of Heliod · Flickerwisp · Geist-Honored Monk · Goldnight Commander · Hero of Bretagard · Inspired Sphinx · Kor Cartographer · Meteor Golem · Mist Raven · Mistmeadow Witch · Mulldrifter · Restoration Angel · Sage of the Beyond · Sea Gate Oracle · Soulherder · Stoic Farmer · Sun Titan · Surtland Elementalist · Thunderclap Wyvern · Vega, the Watcher · Wall of Omens · Whirler Rogue
Instants and sorceries
Behold the Multiverse · Cleansing Nova · Cosmic Intervention · Curse of the Swine · Eerie Interlude · Ghostly Flicker · Iron Verdict · Migratory Route · Momentary Blink · Ravenform · Return to Dust · Saw It Coming · Spectral Deluge · Storm Herd · Synthetic Destiny · Tales of the Ancestors · Warhorn Blast · Windfall
Artifacts and enchantments
Arcane Signet · Azorius Signet · Banishing Light · Commander's Sphere · Day of the Dragons · Ghostly Prison · Marble Diamond · Marshal's Anthem · Mind Stone · Niko Defies Destiny · Replicating Ring · Sky Diamond · Sol Ring · Swiftfoot Boots
Lands
Azorius Chancery · Azorius Guildgate · Command Tower · Cryptic Caves · Gates of Istfell · Glacial Floodplain · 12 Island · Meandering River · Myriad Landscape · Opal Palace · 13 Plains · Sejiri Refuge · Tranquil Cove
Other Kaldheim Commander precons