(Aesi, Tyrant of Gyre StraitAesi, Tyrant of Gyre Strait & Wyleth, Soul of SteelWyleth, Soul of Steel | Art by Viktor Titov & Tyler Jacobson)
Commander Legends: Precons
Welcome to another installment of the mega-set review for Commander Legends! In this article, we'll be taking a peek at the two preconstructed decks that are released in tandem with the set, itself.
Similar to the Zendikar Rising preconstructed decks Sneak Attack and Land's Wrath, there are two preconstructed decks that accompany Commander Legends. According to the lead designer for the set, Gavin Verhey, these were designed to a) help replace the planeswalker decks of yore, and b) provide a more accessible means of getting newer players to get into the Commander format. Each of the 100-card decks will contain:
- 97 reprints
- Three new cards, including:
- One foil 'face' Commander
- Two non-foil cards at 'rare'
- A cardboard rotary life-counter
- A cardboard deck box
- An assortment of deck-themed tokens
So what are our two decks? We have Arm for Battle, a Boros deck centered around Equipment and Auras, and Reap the Tides, a Simic deck themed around big creatures. Let's suit up and dive in to take a closer look!
Arm for Battle
Without further ado, let's begin with the decklist for Arm for Battle:
Arm for Battle
View on ArchidektCommander (1)
- 1 Wyleth, Soul of SteelWyleth, Soul of Steel
Creatures (11)
- 1 Brass SquireBrass Squire
- 1 Danitha Capashen, ParagonDanitha Capashen, Paragon
- 1 Dualcaster MageDualcaster Mage
- 1 FlickerwispFlickerwisp
- 1 Ironclad SlayerIronclad Slayer
- 1 Kor CartographerKor Cartographer
- 1 Odric, Lunarch MarshalOdric, Lunarch Marshal
- 1 Oreskos ExplorerOreskos Explorer
- 1 Relic SeekerRelic Seeker
- 1 Sram, Senior EdificerSram, Senior Edificer
- 1 Tiana, Ship's CaretakerTiana, Ship's Caretaker
Instants (22)
- 1 AbradeAbrade
- 1 Boros CharmBoros Charm
- 1 CondemnCondemn
- 1 Comet StormComet Storm
- 1 Dawn CharmDawn Charm
- 1 Deflecting PalmDeflecting Palm
- 1 DisenchantDisenchant
- 1 ExpediteExpedite
- 1 Fists of FlameFists of Flame
- 1 Generous GiftGenerous Gift
- 1 Master WarcraftMaster Warcraft
- 1 Response//ResurgenceResponse//Resurgence
- 1 Return to DustReturn to Dust
- 1 Swords to PlowsharesSwords to Plowshares
- 1 Temur Battle RageTemur Battle Rage
- 1 Unbreakable FormationUnbreakable Formation
- 1 Valorous StanceValorous Stance
- 1 Volcanic FalloutVolcanic Fallout
- 1 Wear // TearWear // Tear
- 1 White Sun's ZenithWhite Sun's Zenith
- 1 Wild RicochetWild Ricochet
- 1 Word of SeizingWord of Seizing
Sorceries (4)
- 1 Jaya's Immolating InfernoJaya's Immolating Inferno
- 1 Martial CoupMartial Coup
- 1 Relentless AssaultRelentless Assault
- 1 Winds of RathWinds of Rath
Enchantments (6)
- 1 Faith UnbrokenFaith Unbroken
- 1 On Serra's WingsOn Serra's Wings
- 1 Sigarda's AidSigarda's Aid
- 1 Spirit MantleSpirit Mantle
- 1 Timely WardTimely Ward
- 1 Unquestioned AuthorityUnquestioned Authority
Artifacts (16)
- 1 Blackblade ReforgedBlackblade Reforged
- 1 Blazing SunsteelBlazing Sunsteel
- 1 BonesplitterBonesplitter
- 1 Boros SignetBoros Signet
- 1 Explorer's ScopeExplorer's Scope
- 1 FireshriekerFireshrieker
- 1 Haunted CloakHaunted Cloak
- 1 Hero's BladeHero's Blade
- 1 Loxodon WarhammerLoxodon Warhammer
- 1 Mask of AvacynMask of Avacyn
- 1 Ring of ThuneRing of Thune
- 1 Ring of ValkasRing of Valkas
- 1 Sol RingSol Ring
- 1 SunforgerSunforger
- 1 Swiftfoot BootsSwiftfoot Boots
- 1 Sword of VengeanceSword of Vengeance
Lands (40)
- 1 Boros GarrisonBoros Garrison
- 1 Boros GuildgateBoros Guildgate
- 1 Command TowerCommand Tower
- 1 Encroaching WastesEncroaching Wastes
- 1 Evolving WildsEvolving Wilds
- 1 Forgotten CaveForgotten Cave
- 1 Memorial to WarMemorial to War
- 9 MountainMountain
- 1 Myriad LandscapeMyriad Landscape
- 14 PlainsPlains
- 1 Rogue's PassageRogue's Passage
- 1 Rupture SpireRupture Spire
- 1 Secluded SteppeSecluded Steppe
- 1 Slayers' StrongholdSlayers' Stronghold
- 1 Stone QuarryStone Quarry
- 1 Sunhome, Fortress of the LegionSunhome, Fortress of the Legion
- 1 Terramorphic ExpanseTerramorphic Expanse
- 1 Transguild PromenadeTransguild Promenade
- 1 Wind-Scarred CragWind-Scarred Crag
Equipment cards have long found themselves a home in the Boros Legion (e.g. Jor Kadeen, the PrevailerJor Kadeen, the Prevailer, Akiri Line-SlingerAkiri Line-Slinger), and Wizards is showing no signs of stopping this trend. Looking at this list, one notices something right off the bat: there are 14 Equipment, but 22 instants (40 lands also seems a tad high). It looks like a Feather, the RedeemedFeather, the Redeemed deck more than an Equipment deck, despite what the commander would have you think.
We can see the design team seems to have leaned heavily into SunforgerSunforger as the glue (if not the entire basis) of the deck, which is curious since instants and SunforgerSunforger packages can be difficult to navigate without detailed knowledge of the deck, particularly for new players. My guess is the deck wants you to: 1) suit up Wyleth, Soul of SteelWyleth, Soul of Steel with Auras and/or Equipment, 2) attack and draw cards, 3) use the grip of cards you acquired to interact with threats at instant speed, 4) rinse, repeat. Let's take a peek at the new cards and see what direction they point us.
New Cards:
Wyleth, Soul of SteelWyleth, Soul of Steel
In a similar vein to Akiri, Fearless VoyagerAkiri, Fearless Voyager (a.k.a Akiri 2.0), Wyleth, Soul of SteelWyleth, Soul of Steel rewards you with actual card draw for leaning into Equipment and Auras. While Akiri 2.0 and Wyleth, Soul of SteelWyleth, Soul of Steel both grant card draw in a color combination typically not associated with retaining a large hand size, their differences are noteworthy.
The way that Akiri, Fearless VoyagerAkiri, Fearless Voyager is worded means that her ceiling for card draw is based on 1) the number of creatures you control that are Equipped and able to attack, and 2) the number of opponents that you have. Wyleth, Soul of SteelWyleth, Soul of Steel's ceiling, however, is as high as... well, the armory. In a four-player game, Akiri can draw you a maximum of three cards, and that's if you attack all three opponents with Equipped creatures, whereas Wyleth can you draw you the same if you attack only one opponent with the same number of Equipment, and more for each Equipment or Aura after that.
Akiri lends much-needed protection with her second ability, but Wyleth also helps to mitigate some of the downsides of Voltron — notably, putting all of your eggs in one basket, only to have your basket go tumbling and eggs go all Humpty-Dumpty after a Tragic SlipTragic Slip — so long as you get to attack. Wyleth lets you replace all those resources you've invested into him with more cards, and the trample is another nice inclusion, as Equipped creatures tend to get big, fast. Cards like Conqueror's FlailConqueror's Flail and Grand AbolisherGrand Abolisher will be key to keeping Wyleth safe so that you can move to combat and start drawing cards.
Both Akiri, Fearless VoyagerAkiri, Fearless Voyager and Wyleth, Soul of SteelWyleth, Soul of Steel synergize well with low-cost Equipment or ones that skirt the Equip cost (e.g. EmbercleaveEmbercleave or Maul of the SkyclavesMaul of the Skyclaves), and Wyleth only brings more versatility in expanding his card advantage to Auras as well. Cards like ShukoShuko also can help to replace themselves quickly, which, when paired with Sram, Senior EdificerSram, Senior Edificer or the recently reprinted Puresteel PaladinPuresteel Paladin, means you can churn through your deck quite quickly. Cards like Bloodforged Battle-AxeBloodforged Battle-Axe can begin to net you even more cards, while Bludgeon BrawlBludgeon Brawl seems just nutty enough to consider. Even though Treasure and/or Gold tokens won't give him a power boost, they are free to Equip (since their CMC is 0), which allows you to draw cards equal to the number of Treasures you control. Heck, you can make your own pseudo-Psychic PossessionPsychic Possession in Boros by having Bludgeon BrawlBludgeon Brawl, Puresteel PaladinPuresteel Paladin, and Smothering TitheSmothering Tithe out!
I also want to make a note of extra combat effects for Wyleth, Soul of SteelWyleth, Soul of Steel. The deck includes one Relentless AssaultRelentless Assault, likely because his draw ability triggers on attack, which means each successive combat will allow you to draw cards equal to his suit of armor and Auras. We've seen how powerful even just a few of these effects can be with commanders like Etali, Primal StormEtali, Primal Storm, or Moraug, Fury of AkoumMoraug, Fury of Akoum, and their inclusion in a deck like this one might be able to reliably refill its hand with each successive combat.
Timely WardTimely Ward
As for Timely WardTimely Ward, an Aura that grants a creature indestructible at instant speed seems decent, even if it does only target a commander. I think outside of this deck it might well find a home in Voltron-centric strategies or even some 'enchantress' builds like Tuvasa the SunlitTuvasa the Sunlit who, thanks to the templating, can even draw you a card! That's a nice Beast WithinBeast Within, but I think I'll protect my commander, draw a card, and give her +1/+1 in response, thanks.
Blazing SunsteelBlazing Sunsteel
Finally, Blazing SunsteelBlazing Sunsteel is really interesting, if a bit wonky. While 1R is an efficient cost for a scalable power boost, the Equip cost is not cheap, and the power boost actively gets worse as the game goes on and as more opponents are removed — something Voltron and Equipment strategies tend to have to resort to by sequentially removing opponents. The second ability also doesn't synergize all that well with a lot of other Equipment that grant first strike or double strike (e.g. Grappling HookGrappling Hook, EmbercleaveEmbercleave), since the Equipped creature won't typically be receiving damage, just dealing it. The second ability is far more interesting in a Brash TaunterBrash Taunter or even an Enrage-themed deck, where you can redirect damage or benefit off of pinging your creatures.
Notable Reprints
While the stock deck may be laden with instants, some like Swords to PlowsharesSwords to Plowshares, Generous GiftGenerous Gift, and Boros CharmBoros Charm are nice inclusions to help with interaction and keep their price down, even if they are reprinted in the main set as well.
Additionally, Sigarda's AidSigarda's Aid is a welcome card to any Equipment or Aura strategy, coming in at a low cost in colors that tend to need it, shirking additional costs, and allowing for instant-speed levels of play. The notable SunforgerSunforger, itself, got a reprint, though was also just reprinted in Double Masters. Finally, many have championed Sram, Senior EdificerSram, Senior Edificer as their mono-white cantripping cavalier for some time, and his reprint is a delightful one as his price had been steadily climbing up.
Reap the Tides
With the Boros deck out of the way, we're moving on to the Simic deck, Reap the Tides. Like Kevin Costner's deep-dive into the mile-high city of submerged Denver, CO, let's dive head first into this sea-centric deck:
Reap the Tides
View on ArchidektCommander (1)
- 1 Aesi, Tyrant of Gyre StraitAesi, Tyrant of Gyre Strait
Creatures (30)
- 1 Coiling OracleCoiling Oracle
- 1 Eternal WitnessEternal Witness
- 1 Ramunap ExcavatorRamunap Excavator
- 1 Reclamation SageReclamation Sage
- 1 Stumpsquall HydraStumpsquall Hydra
- 1 Yavimaya ElderYavimaya Elder
- 1 Fathom MageFathom Mage
- 1 SharktocrabSharktocrab
- 1 Wickerbough ElderWickerbough Elder
- 1 Acidic SlimeAcidic Slime
- 1 Meloku the Clouded MirrorMeloku the Clouded Mirror
- 1 MulldrifterMulldrifter
- 1 Murkfiend LiegeMurkfiend Liege
- 1 SporemoundSporemound
- 1 Rampaging BalothsRampaging Baloths
- 1 Shipbreaker KrakenShipbreaker Kraken
- 1 Avenger of ZendikarAvenger of Zendikar
- 1 Meteor GolemMeteor Golem
- 1 Molimo, Maro-SorcererMolimo, Maro-Sorcerer
- 1 Nezahal, Primal TideNezahal, Primal Tide
- 1 Scourge of FleetsScourge of Fleets
- 1 Simic Sky SwallowerSimic Sky Swallower
- 1 Sphinx of UthuunSphinx of Uthuun
- 1 Trench BehemothTrench Behemoth
- 1 TromokratisTromokratis
- 1 Verdant Sun's AvatarVerdant Sun's Avatar
- 1 Elder Deep-FiendElder Deep-Fiend
- 1 Slinn Voda, the Rising DeepSlinn Voda, the Rising Deep
- 1 Stormtide LeviathanStormtide Leviathan
- 1 TerastodonTerastodon
Instants (8)
- 1 Arcane DenialArcane Denial
- 1 CounterspellCounterspell
- 1 Growth SpiralGrowth Spiral
- 1 Into the RoilInto the Roil
- 1 Peel from RealityPeel from Reality
- 1 Simic CharmSimic Charm
- 1 Beast WithinBeast Within
- 1 Fact or FictionFact or Fiction
Sorceries (10)
- 1 ExploreExplore
- 1 Rampant GrowthRampant Growth
- 1 Compulsive ResearchCompulsive Research
- 1 CultivateCultivate
- 1 Kodama's ReachKodama's Reach
- 1 Search for TomorrowSearch for Tomorrow
- 1 HarmonizeHarmonize
- 1 Whelming WaveWhelming Wave
- 1 Urban EvolutionUrban Evolution
- 1 Spitting ImageSpitting Image
Artifacts (4)
- 1 Sol RingSol Ring
- 1 Simic SignetSimic Signet
- 1 Swiftfoot BootsSwiftfoot Boots
- 1 Seer's SundialSeer's Sundial
Enchantments (3)
- 1 Ior Ruin ExpeditionIor Ruin Expedition
- 1 Khalni Heart ExpeditionKhalni Heart Expedition
- 1 Retreat to KazanduRetreat to Kazandu
Lands (44)
- 1 Blighted WoodlandBlighted Woodland
- 1 Command TowerCommand Tower
- 1 Coral AtollCoral Atoll
- 1 Evolving WildsEvolving Wilds
- 15 ForestForest
- 15 IslandIsland
- 1 Jungle BasinJungle Basin
- 1 Memorial to GeniusMemorial to Genius
- 1 Reliquary TowerReliquary Tower
- 1 Simic Growth ChamberSimic Growth Chamber
- 1 Simic GuildgateSimic Guildgate
- 1 Terramorphic ExpanseTerramorphic Expanse
- 1 Thornwood FallsThornwood Falls
- 1 Vivid CreekVivid Creek
- 1 Vivid GroveVivid Grove
- 1 Woodland StreamWoodland Stream
A mix of sea-creatures and Landfall, these deck seems to do exactly what it wants: ramp, play big creatures, and continue to accrue value through more ramp-based Landfall triggers. While simple in design, the execution will likely be effective, with each successive land inching you towards another big threat, granting you tokens, growing your creatures with +1+1 counters, and drawing you cards. Here, 44 lands are welcome to help keep the engines going and consistently hitting land drops.
New Cards:
Aesi, Tyrant of Gyre StraitAesi, Tyrant of Gyre Strait
Let's start with the elephant Serpent in the room: the commander and face card, Aesi, Tyrant of Gyre StraitAesi, Tyrant of Gyre Strait. Seasoned players will note that this creature hardly differs from the uncommon all-star from Dominaria that currently sits as the third-most popular commander from the set: Tatyova, Benthic DruidTatyova, Benthic Druid. Playing Aesi will cost you literally the same, mana-wise, as casting Tatyova, Benthic DruidTatyova, Benthic Druid and ExplorationExploration, while granting you the same effect, and an additional +2/+2 power and toughness. Notably, you do lose out on the life gain, which can be particularly potent with Glacial ChasmGlacial Chasm, or even a win condition in its own right with Aetherflux ReservoirAetherflux Reservoir. Frankly, both are good commanders, and one can always be slotted into the 99 of the other's for redundancy.
Okay, so the commander may have a slightly generic design, but I think that's just fine for a precon like this. The set, itself, has new interesting Simic commanders (e.g. Gor Muldrak, AmphinologistGor Muldrak, Amphinologist), and I think Aesi, Tyrant of Gyre StraitAesi, Tyrant of Gyre Strait helps to lend additional support to those who are always looking to improve their 20,000 Leagues Under the Sea decks. More importantly, it's likely to get some people interested in Commander, as I think the art of Aesi certainly imposes a sense of unfathomable scale. You know, like Gyrados. Aesi and Tatyova's decks will end up nearly identical, and their overall popularity may do the same.
Trench BehemothTrench Behemoth
Wow, is this card cool. With Trench BehemothTrench Behemoth, we get a 7/7 Kraken for a total of seven mana, with an interesting set of abilities. The first allows us to return a land to our hand at instant speed to give our big cephalopod hexproof and untap it. The 'cost' of returning a land is hardly a cost at all: there's a reason that Mina and Denn, WildbornMina and Denn, Wildborn (10,488 decks), Storm CauldronStorm Cauldron (1,413 decks), Trade RoutesTrade Routes (1,911 decks), and Ghost TownGhost Town (1,863 decks) all see play in over 1,400 decks each. Bouncing a land can be a boon to 'lands matter' engine-based decks, similar to how 'enchantress' decks enjoy Flickering WardFlickering Ward (1,573 decks) to be able to restart the draw triggers when you just can't seem to draw any more enchantments.
Granting it hexproof at instant speed means it's likely to be sticky once it hits the field. Frankly, the untap just puts it over the top, as now your opponents always have to consider whether your tapped squid that just smacked them last turn is going to suddenly become a viable blocker for the 'cost' of bouncing a land to start the Landfall shenaniganry all over again next turn.
As if this wasn't enough, the card even has its own Landfall payoff, by allowing you to semi-Goad an opponent's creature in blue, similar to the mold of Bident of ThassaBident of Thassa, Dulcet SirensDulcet Sirens, or Alluring SirenAlluring Siren.
Stumpsquall HydraStumpsquall Hydra
Stumpsquall HydraStumpsquall Hydra covers the other classic Simic strategy of +1+1 counters. Its enter-the-battlefield ability allows you to modularly decide if you want to grow your commander, provided you have the mana to sink into it. Since Stumpsquall HydraStumpsquall Hydra has a base power and toughness of 1/1, this means you can sink mana into its casting cost, place all the +1+1 counters on your commander, then bounce the Hydra to do it again as it won't actually die from entering with zero counters, unlike many other Hydras that have X in their casting cost and an accompanying base power and toughness 0/0.
While not entirely exciting with Aesi, Tyrant of Gyre StraitAesi, Tyrant of Gyre Strait, we're sure to see this in Hydra-centric decks like Zaxara, the ExemplaryZaxara, the Exemplary and Gargos, Vicious WatcherGargos, Vicious Watcher, as well as other +1+1 commanders like Verazol, the Split CurrentVerazol, the Split Current, Animar Soul of ElementsAnimar Soul of Elements, or maybe Pir, Imaginative RascalPir, Imaginative Rascal and his hyperdontia-ridden side-kick spawned from a nightmarish trip to the dentist Tooth CollectorTooth Collector: Toothy, Imaginary FriendToothy, Imaginary Friend.
Notable Reprints
Simic is known as the color-combination for 'value', and this deck is continuing said trope in regards to reprints. Ramunap ExcavatorRamunap Excavator hasn't seen a reprint since — well, ever. This is its first reprint since its release in Hour of Devastation, which is most welcome given its a Crucible of WorldsCrucible of Worlds on a snek-like body and the popularity of Landfall decks have driven it to high demand.
Nezahal, Primal TideNezahal, Primal Tide also hasn't seen a reprint since its debut. While the Plesiosaur might not boast as much popularity (leads 191 decks, in 10,342) as its Tyrannosaurus (leads 655 decks, in 9,238) or Spinosaurus (leads 498, in 16,120) Elder counterparts, the latter two have already seen reprints, and I'm excited Nezzy got the same treatment. Once it hits the board, it's particularly annoying to try and remove.
Finally, there are a few other notable cards like Avenger of ZendikarAvenger of Zendikar, Eternal WitnessEternal Witness, Beast WithinBeast Within, and Murkfiend LiegeMurkfiend Liege. Additional staples like Kodama's ReachKodama's Reach, alongside neat cards like the enigmatic Meloku the Clouded MirrorMeloku the Clouded Mirror, also play into the deck's Landfall and big-creature sub-themes.
Conclusion: Pros and (Pre)cons
As far as the precons are concerned, Simic appears to be 'doing Simic things' once again, emphasizing ramp, lands, card advantage, and +1+1 counters, yet I don't think that's necessarily a bad thing, especially considering that these are decks aimed at getting new players interested in Commander, as well as giving us some new toys and some needed reprints. Sea creatures may not be the most popular theme, but that doesn't take away from people's fun experience with them or their potency in a game for that matter. My significant other's sea-themed deck literally drowns me in value weekly, and the top-end potential paired with the unique synergies of sea creatures (e.g. Serpent of Yawning DepthsSerpent of Yawning Depths making Charix, the Raging IsleCharix, the Raging Isle nigh-unblockable) can more than compensate for their mana investments.
While Boros does continue to lean into its combat roots, I think WotC has done interesting work in expanding the color combination's potential for staying power and card advantage. I'm really pleased with the versatility of Boros Equipment and Aura support we've gotten of late. Feeling more aggressive? Maybe Rograkh, Son of RohgahhRograkh, Son of Rohgahh and Ardenn, Intrepid ArchaeologistArdenn, Intrepid Archaeologist (cliffside excavations? #lifegoals). Want to be more resilient and reactive? Maybe Akiri, Fearless VoyagerAkiri, Fearless Voyager this game. Or maybe 'more smash = more cash'? Wyleth, Soul of SteelWyleth, Soul of Steel can provide some of the Voltron feel while also snowballing into more card advantage. Plus, all of these cards synergize well together in the 99, smoothing out Equip costs, adding resiliency, and granting card advantage in colors that have historically struggled with them in a four-player free-for-all.
But what do you all think? Do you prefer the power of the seas or of steel? I'd love to hear your votes and comments below!
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