TLDR
- MTG Commander precons are ready-to-play 100-card Commander decks. You can open the box, shuffle up, and start playing without building anything from scratch.
- For your first deck, pick a simple game plan (creatures, tokens, equipment) and ideally two colors. You’ll spend less time color-screwed and more time doing the fun parts.
- Most precons come with the full deck plus play aids (tokens, deck box, life tracker/wheel, and a quick strategy insert). Some releases also include a “display commander” and a small bonus pack.
- Your easiest upgrades are boring in the best way: better mana, more card draw, and a little more removal so you can stop the one person doing taxes in the corner.
Commander is Magic’s most popular multiplayer format because it’s basically a board game that happens to be made of trading cards. Also because you get to announce your “Commander” like you’re introducing a wrestling persona. MTG Commander precons are the fastest way to join in without spending three nights researching why your deck has 14 ways to draw cards but none of them actually work.
If you’re new, precons are the on-ramp. They’re built to function out of the box, teach you a theme, and give you something you can upgrade over time when you feel like turning your hobby into a spreadsheet.
What are MTG Commander precons, exactly?
A Commander deck is 99 cards plus 1 commander, and you can only run one copy of any card other than basic lands. Your commander starts in the command zone, you can cast it from there, and it costs two extra mana each time you recast it after the first. You also start at 40 life, which is why games feel like they have time for dramatic plot twists.
A Commander precon (short for preconstructed) is Wizards of the Coast doing the deckbuilding homework for you. It’s a complete, themed Commander deck that:
- has a clear “thing” it’s trying to do (tokens, artifacts, graveyard stuff, enchantments, etc.)
- includes lands and the basic building blocks you need to play
- is meant to be played and upgraded, not kept in a museum
Think of it like buying a decent starter guitar. It’s playable on day one, and you can swap parts later when you learn what you actually care about.
Why start with a Commander precon?
The upsides
- Instant playability. You do not need to own a collection first. You can just be a person who plays Commander now.
- Guided learning. The deck teaches a theme and gives you repeated reps with the same mechanics.
- Upgradeable base. Most precons have obvious “this card is here for beginners” slots that you can replace as you get comfortable.
- Socially normal. Sitting down with a precon is a universally understood baseline. Nobody is shocked. Nobody feels ambushed.
The tradeoffs (aka the part nobody tells you at the register)
- They’re not optimized. Many precons include a few different subthemes. It’s educational. It’s also occasionally clunky.
- Mana can be slow. Your lands often enter tapped. You’ll learn patience. Or you’ll learn to upgrade the mana base.
- Your win conditions can be… vibes. Some precons win by doing their thing until the table politely collapses.
None of this is bad. It’s just the price of an accessible, playable product.
What’s in the box?
Contents vary a bit by release, but here’s the practical takeaway: you get the full deck and enough extras that you are not forced to use a bottle cap as a token.
Starter Commander Decks (the beginner-friendly lane)
Starter Commander Decks are designed specifically for newer players. A typical Starter Commander Deck includes:
- 1 ready-to-play 100-card deck
- tokens
- a deck box
- counters
- a strategy insert plus a rules summary/reference card
This is the “I want to play Commander without doing research” option, and honestly, that’s a healthy life choice.
Set-based and premium Commander precons (the usual releases)
Many Commander precons tied to a set or a special release tend to include:
- a ready-to-play 100-card deck
- two legendary creature options (often both foil)
- tokens
- a deck box
- a life tracker/wheel
- a strategy insert and reference card
- sometimes a thicker “display commander” card and a small bonus sample pack
Some releases also include a meaningful chunk of new cards made specifically for that product, which matters if you like the idea of new toys built for Commander.
The main types of Commander precons
There are a lot of Commander products now, but for a new player, most of them fall into three buckets:
| Type | Best for | What you’re trading off | Typical vibe |
|---|---|---|---|
| Starter Commander Decks | First-time Commander players | Lower power ceiling, fewer flashy staples | Straightforward gameplay, easy upgrades |
| Set-release Commander Decks | Players who want a themed deck that matches a current set | Can be a little “showcase-y” with multiple subthemes | Strong identity, lots of synergy pieces |
| Premium / special release decks (Universes Beyond, Masters-style, etc.) | Fans of the theme, or players who want more new cards and splash | Often higher price and higher complexity | Big moments, strong cards, sometimes pricier |
Pricing moves around depending on demand and the specific product, but as a general reality check, standard Commander precons often live in the “normal board game” range, while premium tie-ins can climb.
How to pick your first Commander precon
You don’t need a perfect choice. You need a deck you’ll actually want to shuffle up again next week. Use this simple filter.
Step 1: Pick your fun first
Ask yourself what sounds satisfying:
- I want to attack and turn creatures sideways.
Look for creatures, tokens, +1/+1 counters, or equipment themes. - I want to build a machine that snowballs.
Look for artifacts, enchantments, or value-engine commanders. - I want to cast lots of spells and feel clever.
Look for spellslinger decks (often blue-red). These can be a little more complex early on, but they’re rewarding. - I want chaos, drama, and stories.
Look for politics, goad, group slug, or “every turn something happens” decks. Great fun, slightly harder to pilot cleanly.
If you’re truly unsure, “creatures and tokens” is the beginner-friendly default. You will still do cool things. You will just do them with fewer footnotes.
Step 2: Keep the colors simple (at first)
Two-color decks tend to be smoother for new players. You have fewer mana headaches and you learn the basics faster.
Three-color decks are totally playable, but they usually ask more of your mana base. If you start here and feel like you “never have the right colors,” it’s not a moral failing. It’s math.
Step 3: Read the commander and decide if you like the job
Your commander is your deck’s job description. If the commander says “when you do X, draw cards and make a token,” that’s a clear plan. If it says “whenever a non-token permanent enters the battlefield under your control, if it wasn’t cast from your hand, investigate,” you might still have fun, but you are also signing up for paperwork.
A good first commander usually has:
- a clear trigger
- a payoff you can see on the table
- a plan that works even if you don’t draw the perfect cards
Step 4: Ask one practical question
“Do I want to upgrade this deck later?”
If yes, pick a precon with a theme that has lots of support:
- tokens
- artifacts
- enchantments
- graveyard value
- tribal creature types
If no, pick the one that looks fun right now. That’s allowed. This is a game.
Playing your precon without feeling lost
You do not need to memorize every card. You need a basic plan and a couple of habits.
Your quick pre-game script
If you’re new, saying this out loud solves 80% of awkwardness:
- “I’m playing an out-of-the-box Commander precon, still learning it.”
That’s it. No speeches. No apologies.
The “I want a functional opening hand” checklist
A keepable opener usually has:
- 3 lands, or 2 lands + a ramp piece
- at least one early play (a creature, ramp, draw, or setup)
- a path to your colors (especially in 3+ colors)
If your hand has one land and a dream, that’s not optimism. That’s a mulligan.
Your default game plan
- Turns 1 to 3: develop mana, play setup pieces, don’t panic
- Turns 4 to 6: cast your commander when it helps, start executing your theme
- Later turns: protect your engine, pick your moment, and remember you can attack people who are clearly getting ahead
If you forget everything else, remember this: in Commander, resources matter. Ramp and card draw are not optional. They’re how you keep playing Magic while everyone else is also playing Magic.