How to Upgrade a Precon on a Budget in MTG (Using Proxies to Test First)

mtg commander overview
John Monsen

By John Monsen

Feb 1, 2026
5 min read

TLDR

  • Pick a budget, then do a 10-card swap plan instead of “accidentally rebuilding the entire deck.”

  • Proxy the 10 upgrades first, play a few real games, then only buy the cards that actually earned their slot.

  • Spend your first swaps on the boring stuff that wins games: mana, ramp, draw, and interaction.

  • Keep it clean: readable proxies, consistent sleeves/backs, and a quick Rule 0 chat so nobody feels ambushed.

Precons are great. They come with a plan, a commander, and a handful of cards that feel like they were included to meet a quota called “put something foil in there.” If you want to upgrade a precon on a budget, the fastest path is not “buy 30 staples and hope your deck becomes good through osmosis.” It’s “swap 10 cards, test first, then spend money only when the deck proves it deserves it.”

That is where proxies come in. Not as a lifestyle, not as a personality, and definitely not as a way to sneak into sanctioned events. Just as a simple, adult concept: try the thing before you buy the thing.

The 10-card swap plan (why it works)

The 10-card upgrade rule is boring on purpose. Boring is good. Boring keeps you from turning a $45 precon into a $400 pile of “technically upgrades” that you do not even enjoy playing.

Here’s why 10 swaps is magic (the normal kind, not the marketing kind):

  • You can feel the difference. Ten changes is enough to noticeably improve consistency.

  • You still recognize the deck. You are upgrading, not replacing.

  • It forces priorities. If a card is not in the top 10 fixes, it can wait.

  • Testing is clearer. When you proxy 10 new cards, you can actually tell what changed.

If you do nothing else in this article, do this: commit to only 10 changes, proxy them, and play games.

Quick guardrails on proxies (so nobody gets weird about it)

Two truths can coexist:

  1. Proxies are widely accepted for casual play, testing, cubes, and friend pods.

  2. Sanctioned events require real cards, with narrow judge-issued exceptions for damaged cards during the event.

So keep it simple:

  • Use proxies to test upgrades and play casually.

  • If you are walking into anything labeled sanctioned, assume proxies are not allowed unless a head judge explicitly issues one due to damage during that tournament.

  • Have the 10-second conversation before the game: “Hey, I’m testing 10 proxy upgrades in this precon. All readable, sleeved, no nonsense.”

This is not legal advice. Store policies vary. Humans vary even more.

How to upgrade a precon on a budget (the 10 slots)

Most precons fail in the same predictable places: mana enters tapped, ramp is clunky, draw is inconsistent, and removal is either too cute or too slow. So your first 10 swaps should usually follow a stable pattern.

The default 10-slot blueprint

Use this as your baseline, then adjust based on your deck’s actual problems.

1-2) Mana base fixes (2 cards)
3-4) Ramp upgrades (2 cards)
5-6) Card draw or card selection (2 cards)
7-8) Interaction upgrades (2 cards)
9-10) Theme boosts or win conditions (2 cards)

Yes, this looks suspiciously responsible. That is the point.

Slot group 1: Mana base fixes (2 cards)

Precon mana bases often have a lot of “enters tapped, but it is fine because we printed it.” And sure, it is “fine.” In the same way it is “fine” to show up late and say traffic was bad.

Your goal is not to buy a perfect mana base. Your goal is to stop losing games because your land entered tapped on the one turn it mattered.

Two quick tests:

  • The Turn 2 Test: how often do you fail to cast a 2-drop on turn 2 because of tapped lands or missing colors?

  • The Double Pip Test: how often do you have the mana, but not the right colors (or double colors) to cast your key spells?

If either answer is “a lot,” spend 2 of your 10 swaps on lands that improve speed and color access. Proxy first, because lands are the easiest place to waste money “upgrading” into a mana base you did not need.

Slot group 2: Ramp upgrades (2 cards)

Precons usually include ramp, but it is often a little slow, a little conditional, or a little “this is here because it mentions the deck’s theme.”

Better ramp does two things:

  • It lets you cast your commander on time.

  • It lets you double spell earlier, which is where Commander starts feeling unfair (in the fun way).

When deciding what to swap, ask:

  • Does this ramp piece work early, like turns 2-3?

  • Does it fix colors, or just make mana and pray?

  • Does it help you recover after a board wipe?

Proxy two ramp upgrades and see if your opening hands get less awkward.

Slot group 3: Card draw or card selection (2 cards)

A precon with weak draw plays the same way every time: you do your thing, then you topdeck and hope the universe loves you.

Upgrade your draw so you can:

  • hit land drops without begging,

  • find interaction when someone pops off,

  • assemble your deck’s “thing” consistently.

You do not need to turn your deck into a draw engine factory. You just need enough draw that your deck feels like it has a steering wheel.

Slot group 4: Interaction upgrades (2 cards)

Most budget precons have removal, but it is often expensive (mana-wise), narrow, or both. Two better interaction pieces can change the whole vibe of your table presence.

Your interaction upgrades should:

  • answer a problem at instant speed when possible,

  • hit the stuff that actually beats you (big engines, fast combos, oppressive permanents),

  • not require a full moon and a blood oath to function.

Also, do not “upgrade” into interaction your deck cannot cast on time. A perfect answer in your hand does nothing if you are stuck on three mana.

Slot group 5: Theme boosts or win conditions (2 cards)

Only after the deck runs smoother should you spend your last two slots on the fun part: the cards that push your plan over the top.

These can be:

  • a payoff that makes your theme lethal,

  • a redundancy piece (another copy of an effect your deck needs),

  • a finisher that actually ends the game instead of “making a lot of value until someone else wins.”

If you do this step first, you will end up with a deck that can almost win. Which is a classic Commander experience, but not the one you are aiming for.

Choosing what to cut (the “be honest” method)

Upgrading is half additions and half admitting the deck shipped with cards you will never be excited to draw.

Here are the easiest cuts in most precons:

  • Overcosted theme cards that do nothing without your best setup.

  • Cute synergy that requires multiple other cards to matter.

  • Six-mana sorceries that read like a dream and play like a nap.

  • Tapped lands that do not provide a real payoff.

  • Redundant effects that are worse than the other versions already in the deck.

If you want a simple rule: cut the cards you keep defending with “but in the right situation…”

Proxy testing like a normal person (simple and effective)

The point is to test gameplay, not to start a counterfeit arts and crafts project.

Make your proxies readable

  • Use clear card names, mana costs, and rules text.

  • Use consistent sleeves and consistent card backs, ideally opaque sleeves.

  • Do not use “mystery text” proxies that force everyone to squint and trust you.

If your proxies slow down the table, you are not playtesting. You are hosting a reading comprehension seminar.

Play 3 to 6 games, then decide

You do not need a 50-game sample size. This is Commander, not clinical research. You just need enough reps to see patterns.

After each game, write down:

  • Which proxy cards felt great.

  • Which ones were dead in hand.

  • Whether you fixed your actual problem (mana, speed, draw, interaction).

  • Whether the deck became more fun, or just more expensive on paper.

The “earned its slot” checklist

A card earns its slot if most of these are true:

  • You cast it on time without contorting your mana.

  • It mattered in more than one game.

  • It improved consistency, not just ceiling.

  • You wanted to draw it again next game.

If it did not earn its slot, it goes back to the maybe pile. You just saved money. Enjoy the rare feeling.

“Try before you buy” shopping, without the regret

Once you finish your proxy test, split your 10 upgrades into three groups:

  • Buy now: cards that were immediate, obvious improvements.

  • Buy later: cards that were fine, but not essential.

  • Do not buy: cards you thought you wanted, but did not.

This is the part where you actually upgrade a precon on a budget, because you stopped spending on vibes and started spending on results.

Where PrintMTG fits in (the practical part)

Testing is easiest when your proxies look clean, shuffle well, and do not feel like a stack of paper rectangles with dreams. PrintMTG is a solid option if you want to:

  • print the exact 10 upgrade cards you want to test,

  • keep everything consistent in sleeves,

  • iterate quickly without buying cards that might get cut next week.

Use proxies to find what works. Then buy the real copies if you want, when it makes sense, and when your budget agrees to stop screaming.

FAQs

How many proxies should I use when upgrading a precon?

For this method, keep it to 10 proxies, because that is the whole point. If you proxy 40 cards, you did not upgrade a precon. You replaced it and kept the box out of guilt.

Are proxies allowed at my LGS Commander night?

Sometimes yes, sometimes no, sometimes “yes but do not be shady about it.” Ask the store and give your table a heads-up. Assume sanctioned events require real cards.

How long should I test proxy upgrades before buying?

Usually 3 to 6 games is enough to spot what is actually helping. If you are still unsure after that, the card probably belongs in the “buy later” pile.

What is the best first upgrade for most precons?

Not a flashy mythic. It is usually mana consistency, plus a bit more efficient ramp and draw. Boring upgrades win more games than “one big finisher I never cast.”

Is it rude to proxy expensive staples forever?

In most casual groups, people care more about clarity and consent than whether you paid retail. Tell the table, keep proxies readable, and do not pretend they are real at sanctioned events.