
Will of the Abzan | Illustration by Yigit Koroglu
The new set is upon us, which means we get new commanders galore and a host of new precons. Tarkir: Dragonstorm has a whopping five precons, one for each of Tarkirโs five clans that correspond with 3-color wedges.
The Abzan Armor precon, helmed by Felothar the Steadfast, seeks to bash its opponents with high-toughness creatures while forming an impenetrable defense. But can this precon live up to these lofty ideals? And how can we support the Abzan () as they go to war?
- FIGHT DRAGONS WITH DRAGONSโReturn to Tarkir for an epic battle between dragons and clans; discover which clan fits your playstyle with distinct three-color gameplay, and add draconic power to your collection
- LET YOUR SHIELD BE YOUR SWORDโAlly with the Abzan clan to play defenders and turn toughness into power with this White-Black-Green Commander deck
- 2 FOIL BORDERLESS COMMANDERSโCommand your army with Abzanโs Mythic Spirit Dragon, Betor, or Felothar, khan of the Abzan clan; every deck includes 2 Traditional Foil Legendary Creature cards featuring gorgeous Borderless art
- BATTLE ALONGSIDE YOUR CLANโThe Abzan are stalwart warriors with strong familial bonds who summon their ancestorsโ spirits; they preserve the history and lineage of their clan through impenetrable defenses and sacred ancestral Kin-Trees
- INTRODUCES 10 COMMANDER CARDSโEach deck introduces 10 never-before-seen Commander cards to Magic: The Gathering
Deck Overview

Abzan Ascendancy | Illustration by Mark Winters
Any time you pick up a Commander precon, you should be aware of four weaknesses that persist across sets, though the impact they have on individual decks vary:
- Under-supported themes โ Precons often bundle together two or three themes with none of them receiving proper support; itโs likely that this occurs to give players options to upgrade their precons, but it leads to generally incoherent decks out of the box.
- Too little interaction โ Precons tend to run light on removal, and the removal they do run are almost always board wipes. This just leads to crappy gameplay: Youโre either stuck in the game for five hours because nobody can interact with a player without nuking everything, or one player just runs away with the game because you have three spot removal spells.
- Individually weak cards โ These come in two flavors. The first are bafflingly weak cards that shouldnโt be seen outside their Limited format, if even there. The second are cards that donโt work in the deck and seem to be in the precon because WotC wants to introduce them to Commander without sending them through Standard.
- Terrible mana bases โ WotC is allergic to giving precons good mana bases, especially 3-color ones; an abundance of tapped lands and basics lead to slow, inconsistent gameplay.
How does Abzan Armor do with these? Honestlyโฆ surprisingly well.
Instead of three or four undersupported themes, it has one: Its lifegain theme is present only because some players might want to play the backup commander, Betor, Ancestor's Voice. I find it mind boggling that the precon contains this iteration of Betor, which doesnโt care about the toughness-matters theme, while the Standard set has Betor, Kin to All. This might become my go-to example of an un-synergistic card in a precon just to introduce it to Commander.
But! Even ill-fitting lifegain cards like Wall of Reverence and Jaddi Offshoot have high toughness, especially for their mana value, so Abzan Armor should play fairly well out of the box. Of the three Tarkir precons Iโve upgraded, this one seems the most cohesive by far.
The mana base has the usual sins of a WotC precon; tapped lands and an unfortunate number of basics for a deck like this.
The deck has its share of weak cards, but many of them are weak because the deck lacks support for the lifegain theme, and some of them are still playable, though there are better options.
When it comes to the interactive suite, I really like one-sided board wipes like Slaughter the Strong and Expel the Interlopers that maintain your board presence while damaging your opponents. They provide a means of breaking through opposing boards without damaging your own.
All together, this looks like a decent precon that suffers more from the systemic flaws precons have than any particular fault within the deck itself. But we can always make it better!
Upgrade Plan
My upgrade focuses on fixing the first three flaws; I could write a full article expounding on the failures of WotC mana bases and how to fix them, but I donโt have space for it here so Iโll simply say any untapped lands you can squeeze in will improve the deck.
Iโm cutting the lifegain theme, including Betor, to make room for better toughness-matters and defender cards that enhance the deckโs main theme. I donโt want to enhance the lifegain theme because that would veer more towards a rebuild than an upgrade.
Iโm also trimming weak cards for more removal and protection. The deck has a solid base of cheap, high-toughness creatures that slap your opponents for lots of damage with Felothar in play, so I want to make sure they stay in play uncontested.
None of my suggested cards cost more than $10 at time of writing.
Fecund Greenshell


Suggested Cut: Betor, Ancestor's Voice
As excited as I am to mess around with Betor, Ancestor's Voice in the command zone of my decks, it has no place in this strategy.
Fecund Greenshell promises card advantage, ramp, and an eventual anthem, making it the distinctly better choice.
Stalwart Shield-Bearers
Suggested Cut: Rhox Faithmender
Iโm rather surprised that the defender lord didnโt make the initial list. Stalwart Shield-Bearers is so much better for the list than Rhox Faithmender.
Sapling of Colfenor
Suggested Cut: Indulging Patrician
Iโll grant that Indulging Patrician is cute with Felothar since it triggers itself, but Sapling of Colfenor is a far more powerful card that isnโt reliant on your commander.
Perimeter Captain
Suggested Cut: Wall of Limbs
Wall of Limbs was a payoff for the five or so lifegain cards in the deckโฆ so just not good, especially as I cut them. Perimeter Captain admittedly gains life, but incidental lifegain can be useful, and itโs just a 1-mana 4/4.
Wall of Souls
Suggested Cut: Wall of Reverence
Putting Wall of Reverence into a deck built around creatures with little to no power wasโฆ a choice. Wall of Souls is much, much more interesting. This deck doesnโt mind paying 2 mana for an 0/4, and the ability deters attackers as life totals dwindle.
Giant Ox
Suggested Cut: Jaddi Offshoot
I wouldnโt normally put a vanilla creature in my decks, but what a vanilla creature! Giant Ox absorbs practically all early-game aggression while becoming a fearsome threat with Felothar or Assault Formation.
Earthshaker Giant


Suggested Cut: Canopy Gargantuan
Canopy Gargantuan is flashy, but itโs all smoke and mirrors. This is a big, expensive creature that needs to survive for a turn, and I donโt imagine it being a better finisher than a proper Overrun effect that grants trample.
I went with Earthshaker Giant for budget reasons, but if your prerelease packs are kind, it could be a Craterhoof Behemoth.
Windgraceโs Judgment
Suggested Cut: Seedborn Muse
Seedborn Muse is a fantastic card if you have something to do with your mana each turn. This deck only has Felothar the Steadfastโs activated ability. While powerful, I donโt think this deck wants to sacrifice three or four of its creatures a turn when it could attack with them. Iโm much happier with Windgrace's Judgment clearing aside blockers or problematic permanents the turn after I play Felothar.
Soul Shatter
Suggested Cut: Staff of Compleation
Staff of Compleation is incredibly out of place in the deck. It took me a full day to puzzle out its inclusion: Itโs the only life loss card in the deck so that the second part of Betor, Ancestor's Voiceโs ability does something. How about we play a meaningful card instead?
Some players decry Soul Shatter since edicts have built-in weaknesses, but the threat you need to get rid of often correlates with the most expensive one, especially around precon power levels. Itโs also just a cheap three-for-one, which is good value even if you donโt hit exactly what you want.
Grasp of Fate
Suggested Cut: Hornet Nest
Grasp of Fate plays out like a slower but more precise Soul Shatter, dealing with the exact threat you need and more permanent types. Clearing aside multiple blockers always helps in Commander.
Hornet Nest didnโt commit any particular sin and was actually the last card I chose to cut; I just couldnโt think of a worse card and really wanted Grasp.
Dusk // Dawn


Suggested Cut: Arasta of the Endless Web
I like WotCโs inclusion of Slaughter the Strong so much that I wanted another one. Dusk / Dawn is an exceptional option because itโs both a wrath to handle your opponentsโ boards and a recursion piece to handle your opponentsโ wrathsโassuming their upgrades werenโt Farewell.
Meekstone
Suggested Cut: Wakestone Gargoyle
Wakestone Gargoyle is a poor substitute for Felothar since your defenders donโt have power. The deck has two other backups in Walking Bulwark and Assault Formation, so I replaced the Gargoyle with some cool defender tech. Meekstone locks down opposing creatures while leaving yours, with 0 power, untouched. This works best when played towards the middle of the game, when a bunch of opposing creatures have tapped in combat.
MacCready, Lamplight Mayor


Suggested Cut: Protector of the Wastes
I donโt think Protector of the Wastes is terrible, and I look forward to discussion about its place in the format versus Angel of the Ruins. But I added a ton of cheap interaction and have a bunch of cards that specifically punish big creatures.
MacCready, Lamplight Mayor lets your walls slip past your opponents unnoticed, as youโd expect for moving masonry.
Dawnโs Truce
Suggested Cut: Dragonlord Dromoka
I cut Dragonlord Dromoka for pretty much the same reasons as Protector of the Wastes, though this oneโs less interesting.
This is an aggressive deck that plays to the board, so you need protectionโespecially around the precons level, which are bogged down with board wipes. Dawn's Truce isnโt as good as various phasing protection spells, but I appreciate the price point.
Unbreakable Formation
Suggested Cut: Feed the Swarm
I like Feed the Swarm specifically in Grixis () decks that struggle to handle enchantments without it. But you have access to green and white, so you donโt need to run subpar removal for flexibility.
Unbreakable Formation mostly protects you from opposing board wipes and occasionally provides the last few points of damage you need to win the game.
Tamiyoโs Safekeeping
Suggested Cut: Shalai, Voice of Plenty
I donโt get why this deck ran Shalai, Voice of Plenty. Even in decks that can exploit the counter distribution, there are better options. Iโm happy to throw the angel back to the quarter bin and run a decent protection spell in Tamiyo's Safekeeping.
Rebuff the Wicked
Suggested Cut: Shadrix Silverquill
Shadrix Silverquill works in some decks; I fear it made this one because big toughness good.
Rebuff the Wicked provides yet another protection spell; I know this is a lot of protection, but this deck is fairly reliant on the commander, so you must keep it in play at all costs. Itโs also really funny to throw down a counterspell in Abzan.
Final Deck and New Cards
Commander (1)
Creature (33)
Arboreal Grazer
Perimeter Captain
Walking Bulwark
Blight Pile
Crashing Drawbridge
Giant Ox
MacCready, Lamplight Mayor
Nyx-Fleece Ram
Overgrown Battlement
Stalwart Shield-Bearers
Sylvan Caryatid
Wall of Blossoms
Wall of Omens
Wall of Roots
Wall of Souls
Axebane Guardian
Carven Caryatid
Faeburrow Elder
Rampart Architect
Weathered Sentinels
Welcoming Vampire
Arbor Adherent
Indomitable Ancients
Sidar Kondo of Jamuraa
Tree of Redemption
Wingmantle Chaplain
Fecund Greenshell
Ikra Shidiqi, the Usurper
Sapling of Colfenor
Baldin, Century Herdmaster
Earthshaker Giant
Towering Titan
Zetalpa, Primal Dawn
Instant (11)
Rebuff the Wicked
Swords to Plowshares
Tamiyo's Safekeeping
Dawn's Truce
Despark
Infernal Grasp
Tower Defense
Anguished Unmaking
Soul Shatter
Unbreakable Formation
Windgrace's Judgment
Sorcery (6)
Slaughter the Strong
Tip the Scales
Will of the Abzan
Expel the Interlopers
Reunion of the House
Dusk/Dawn
Enchantment (4)
Assault Formation
Behind the Scenes
Grasp of Fate
Jaws of Defeat
Artifact (7)
Meekstone
Sol Ring
Arcane Signet
Orzhov Signet
Selesnya Signet
Swiftfoot Boots
Colfenor's Urn
Land (38)
Access Tunnel
Bojuka Bog
Canopy Vista
Command Tower
Deceptive Landscape
Evolving Wilds
Exotic Orchard
Forest x7
Fortified Village
Isolated Chapel
Overgrown Farmland
Path of Ancestry
Plains x6
Radiant Grove
Sandsteppe Citadel
Sungrass Prairie
Sunpetal Grove
Swamp x5
Temple of Malady
Temple of Plenty
Temple of Silence
Twilight Mire
Woodland Cemetery
Creature (8)
Perimeter Captain
Giant Ox
MacCready, Lamplight Mayor
Stalwart Shield-Bearers
Wall of Souls
Fecund Greenshell
Sapling of Colfenor
Earthshaker Giant
Instant (6)
Rebuff the Wicked
Tamiyo's Safekeeping
Dawn's Truce
Soul Shatter
Unbreakable Formation
Windgrace's Judgment
Sorcery (1)
Enchantment (1)
Artifact (1)
Hereโs the final, upgraded decklist alongside all my suggested upgrades. If you want to pick up the full list, or just the upgrades, check out the shopping cart in the corner!
Commanding Conclusion

Wall of Omens | Illustration by James Paick
While Abzan Armor has a lot going for it, itโs still a WotC precon at the end of the day and filled with weaknesses they wonโt correct, for one reason or another. These changes trim a completely out of place theme to enhance the deckโs original goal. If you wanted to go deeper into lifegain and life loss, Iโd recommend starting by putting Betor in the command zone, then looking for Soul Sisters and cards that trade life for cards like Call of the Ring.
What do you think of Abzan Armor? Which precon are you interested in upgrading? Let me know in the comments below or on the Draftsim Discord!
Stay safe, and thanks for reading!
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