Everything in the Counter Blitz (FINAL FANTASY X) Commander deck: all 100 cards with current prices, what the deck is worth against the sealed price, the 25 new cards, and whether it is worth buying.
At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control. Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
The average precon has a handful of weaknesses present across sets:
• Too Many Themes: Most precons package two or three themes within their box, resulting in a messy deck with some random, unsupported cards. • Bad Cards: Cards in the precon might be bad because they’re just weak, or because they don’t mesh with the overall game plan. • Structural Weaknesses: Too little card draw or interaction or ramp, or interaction that doesn’t work with the game plan, the curve’s too high… these are big-picture issues that have little to do with mechanical minutiae. • Weak Mana: Mana rocks aside, precons always have too many tapped lands, too many basics, etc. A general tip for upgrading the precons is replacing cycles of tapped lands with untapped lands where you can (play Prismatic Vista instead of Evolving Wilds, Hallowed Fountain instead of Idyllic Beachfront, etc).
The average precon has a handful of weaknesses present across sets:
• Too Many Themes: Most precons package two or three themes within their box, resulting in a messy deck with some random, unsupported cards. • Bad Cards: Cards in the precon might be bad because they’re just weak, or because they don’t mesh with the overall game plan. • Structural Weaknesses: Too little card draw or interaction or ramp, or interaction that doesn’t work with the game plan, the curve’s too high… these are big-picture issues that have little to do with mechanical minutiae. • Weak Mana: Mana rocks aside, precons always have too many tapped lands, too many basics, etc. A general tip for upgrading the precons is replacing cycles of tapped lands with untapped lands where you can (play Prismatic Vista instead of Evolving Wilds, Hallowed Fountain instead of Idyllic Beachfront, etc).
The first thing that stood out to me about Counter Blitz was its cohesion. It doesn’t have conflicting themes. There are some anti-synergies—it contains a high enchantment count and Bane of Progress—but most of the cards are either generally strong or care about counters in some way.
The deck still contains weak cards, just not due to thematic under-support. You have cards like Pull from Tomorrow and Sunscorch Regent that just don’t hold up in the current Commander format, at least for this deck.
This upgrade doesn’t changes the deck’s themes at all. It cares about counters adequately, and it doesn’t have any weird synergies, like a flying sub-theme or whatever.
Draftsim's upgrade guide makes 16 changes to this deck. The first picks (hover for the card):