War. War never changes. Get prepared with the release of Universe Beyond: Fallout and its four commander decks.
These decks are packed full of flavourful cards from the Fallout universe, and I'm not just talking about Nuka Cola here. These commander decks are sure to be a hit with both Magic and Fallout fans, featuring beloved characters, villains, inonic locations, and events, all with the classic Fallout look and feel in Magic: The Gathering format. This is the first instalment of four, covering ‘Scrappy Survivors’. Click here for ‘Hail, Caesar’, ‘Mutant Menace’, and ‘Science!’ decks.
Continuing with the current power level for the preconstructed commander decks, these also have had a good out-of-the-box experience, meaning you can take a precon and sit down for a commander game and not get crushed. But, as with all the precons, there is room for upgrades. Here we will discuss 10 cards that won't turn your wallet into a wasteland.
10 cards for £10, with the idea to give an injection of power into the precons aiming to work alongside the existing synergies already in the decks. I will also be listing some non budget options, possibly including some honourable mentions that didn't quite make the cut. Please also note: I won't be talking about many lands here except one (spoilers). I always feel that it is worth investing in upgrading the mana bases of the precon decks, but it will take up too many cards and a fair bit of the budget for the reasonable fixing cards. Who wants me to talk about putting in a fetch, shock or triome into a deck when there are way more fun cards to discuss? So, without further ado, it's time to strap on your favourite suit of power armour and let's get into it.
Table of Contents
Scrappy Survivors Budget Upgrades
To start with, we have Scrappy Survivors (Red-Green-White), with the face commander being Dogmeat, Ever Loyal.
Dogmeat on the surface looks to be a Voltron deck, which is a reference to an 80s TV show where space explorers would combine their robots into a bigger one (similar to power rangers for any of the 90s kids). For Magic, that means putting equipment or aura into a creature, usually the commander, and turning it sideways. Dogmeat is a little different as he rewards you for having multiple creatures equipped or enchanted to give you junk tokens.
Upgrade 1
The first card to be cut is Abundant Growth. While it’s nice to have the fixing and the card draw, this card doesn't actually ramp you, but only lets you fix colours. Don't get me wrong, that is useful, but I would rather try to swap out the lands to alleviate this as Dogmeat is only a 3 colour deck. Even with a precon mana base, getting the colours shouldn't be too inconsistent. As for what's going in, it’s Akiri, Fearless Voyager. This will let you have repeatable card draw each turn and can also protect your creatures with activated ability. For a neat little rules interaction you can declare your creature blocking first before activating Akiri's ability and it will still be blocking! A creature only needs to be untapped to declare a block. Once that is done, it can be tapped and won't remove it from blocking.
Upgrade 2
To go along with Dogmeat’s mill effect and to recur any lost auras is Danitha, New Benalia's Light. Danitha lets you replay your auras and equipment from the graveyard. But, that’s not all, she is also a good creature to attach these to if you aren't looking to go for commander damage with Dogmeat. All with 3 excellent keywords, letting you block and attack without having to deal with chump blockers while gaining life in the process. An excellent addition to the deck, but for this another card needs to come out. I am removing Cait, Cage Brawler, as this is doing a similar role as Danitha, trading the 3 keywords for temporary indestructability and a chance to get bigger. The main downside to this is it is subjective to you having higher converted mana cost (CMC) cards to discard and with an average CMC of just over 1.7, this probably won't trigger as often as you’d hope. While the looting effect is nice, it does also give your opponent a chance, but this could be used politically to gain favour and make some deals. Overall, I feel that Danitha is a strong card for the deck with its recursion ability.
Upgrade 3
For a lot of the alternative commanders, while they do work in the deck, I feel like they need their own deck built around them to fully function. This is the same for Preston Garvey, Minuteman. Though having colour fixing for his ability, being able to double use your lands, and give pseudo vigilance to any enchanted creature is nice, I feel that he wants his own deck dedicated to enchantments, similar to an Estrid, The Masked deck. Taking his place is Kellan, the Fae-Blooded. This is a lovely little two for one, letting you tutor an aura or equipment with the adventure side, Birthright Boon, but also being a creature that loves to have those stacked on it and giving an anthem for your other creatures. Having the tutor effect will let you get the right tool when you need it.
Upgrade 4
Speaking of the right tool, the next card is Sunforger. For me, this is a slept on card for any Voltron decks that can run it. Not only does it give a sizable +4 power, it also has another tutor effect. This, combined with a small package of cards, will let you answer any threat. Even with the limited options that come in the precon these will still let you deal problematic permanents and have protection from Valorous Stance. This leads me to my first honourable mention of Wear // Tear. This is one of my auto-includes for a Sunforger package.
Wear // Tear is a versatile card due to its nature of being a split card. Able to deal with both enchantments and artifacts in a single card, while also still meeting the conditions of the Sunforger tutor, even after the split card rules change. To make room for Sunforger I am removing Acquired Mutation. While having the additional effects of being able to stop an opponent creature by goading it. I feel that using Sunforger to straight up remove it with Path To Exile is better and the more cards you add into the Sunforger package the more utility and answers you can have.
Upgrade 5
For even more utility my next card is Lizard Blades. Debuting in Kamigawa: Neon Dynasty with one of the new mechanics of reconfigure, this is both a creature and equipment. Allowing you to attach this as an equipment by paying the reconfigure cost. The best thing about this is it gives you Wrath protection as while Lizard Blades are reconfigured, as an equipment it is no longer considered a creature and hence won't die. While also having the bonus effect of when it falls off, it will turn back into a creature ready to be suited up with your other equipment and hit back. Having double strike and giving double strike to the equipped creature will allow you to hit nicely for a 1-2 punch and get additional on hit effects. I removed Brass Knuckles from this slot as it also gives double strike but at a higher CMC while only being an artifact.
Upgrade 6
But do you know who loves equipment? Sram, Senior Edificer. He doesn't just limit himself to equipment but also auras and vehicles as whenever you cast one of these you get to draw a card. This nice little card draw engine gives you additional value for playing this deck. Duchess, Wayward Tavernkeep also gives you card advantage in terms of Junk Tokens. It does take a lot more hoops to jump through, so she was cut to make room. Having to connect with a creature, then pay to make the Junk Tokens, seems like a lot of work. While she is likely to make more value if you can keep connecting, I feel like the immediate payoff from Sram is more worthwhile.
Upgrade 7
Coming with a fancy new Fallout inspired artwork is Open the Vaults. A mass return for all artifacts and enchantments. While this will also return your opponents cards, you should be getting better value out of this deal, as hopefully you will be returning more and better cards. I’d suggest taking Squirrel Nest out for this card. While it is nice to have the enchantment and the repeated value of making a squirrel every turn cycle, this is taking out a land and having a 1/1 body just doesn't provide the best value.
Upgrade 8
Nettlecyst is the next card that I am adding. Being an absolute powerhouse in the affinity deck when it first released in Morden Horizons, it has found a nice home in the Voltron decks of EDH. Especially in this deck, as we get to double dip with both the auras and equipment to power up the creatures. With the added bonus of the living weapon, this is also a creature, meaning that you suit up the Germ Token that Nettlecyst makes and bring the pain. Making space for Nettlecyst is Explorer’s Scope. While having the potential ramp from this is nice, it isn't guaranteed, and we have access to green so we can just use the more traditional ramp cards.
This brings me onto my next honourable mention of the Sword of the Animist. This, to me, is a strict upgrade over Explorer’s Scope, in that it guarantees the land. Unfortunately, it is out of the budget for these upgrades, but definitely a card to look at.
Upgrade 9
Sticky Fingers is next on the chopping block. Having the evasion, ramp and card draw in one card is very good. This one was a really hard card for me to cut and I wouldn't blame you for keeping it in. The replacement card is Forge Anew, which I feel scales better when you start to upgrade further. Having the recursion when entering the battlefield, combined with the free equip and being able to get tricky in combat with an instant speed equip pushes Forge Anew ahead.
Upgrade 10
The final card I’ll be adding to Scrappy Survivors is Fighter Class. Looking like a saga and giving you just as much value is the slightly different enchanted type of class. Being first released in another tie-in set of Adventures In The Forgotten Realms, these classes are based off the classic Dungeons & Dragons player classes. They each let you get immediate value for the mana cost and then pay additional costs to level them up for further benefits. Fighter Class lets you tutor an equipment card for its first effect. Paying (1)(W)(R) levels it up to level 2 which reduces the cost to equip by (2) making all the current equipment either free or only cost (1). A significant discount. The final level costs (3)(W)(R), which lets you force a creature to block if able. Turning it into pseudo removal, if you want. Quite a lot of value on a single card! Veronica, Dissident Scribe is taking the fall for Fighter Class to be added. While she does give good value in the rummage effect and the extra junk tokens she can produce, I just feel that Fighters Class gives more value and synergizes better with the deck.
That rounds out the changes I am suggesting for Scrappy Survivors. While not a complete or absolute list that you must change, hopefully it has given you some food for thought. Mmmm, yummy Salisbury steaks. Here are some extra cards as well as some non-budget options to consider as well.
Non-budget Upgrades
That brings us to the end of part 1, hopefully this has given you some ideas in powering up your precon. Stay tuned for the other parts which you can find here: Science!, Hail, Caesar and Mutant Menace. If you're wanting even more Fallout products check out the Collector Boosters, pick up the Scrappy Survivors precon or check out our full range of Magic The Gathering. Hope to see you in the other parts and as always, good luck and have fun.