Eternal Might precon upgrade guide

Temmet, Naktamun's Will pays every Zombie +1/+1 for every card you draw — this upgrade spends about $47 leaning all the way into that line.

The third line on Temmet, Naktamun's Will is the whole argument: whenever you draw a card, Zombies you control get +1/+1 until end of turn. That triggers once per card, not once a turn — so Pull from Tomorrow for five, cast at instant speed with blockers already declared, is +5/+5 across the team before damage. Prophet of the Scarab can enter drawing five or six. Commence the Endgame draws two and then amasses for your whole hand size. The box ships those haymakers, and twelve draw effects overall, into a shell whose commander converts each of them into combat math.

What the box gets wrong is time. Ten of its 39 lands always enter tapped, and sixteen of its sixty nonland cards cost five or more, so the early turns go to paying land taxes while a 4/4 vigilance-menace commander waits. The swaps below fix exactly that: five taplands out for four untapped duals, and the clunkiest of the five-drops out for engines that draw.

Every figure on this page comes from resolving the shipped Aetherdrift Commander decklist card by card — each land's tap condition, every double pip, the curve, the bracket signals — and then resolving the same list again with the twelve swaps in. When a number describes the box rather than the upgraded deck, it says so.

Temmet, Naktamun's Will
Temmet, Naktamun's Will
Bracket
No floorno Game Changers or land denial
0Game Changers
0Mass land denial
0Extra turns
0Nonland tutors
Mana curve
Mana sources
W22
U22
B26

Upgraded list: 100 cards, 38 lands (14 basic), 35 creatures, average mana value 3.31. Mana sources: 22 white, 22 blue, 26 black. No Game Changers and no mass land denial, so the deck sets no bracket floor. How brackets work →

What are the best Eternal Might upgrades?

Ranked by what each card does under this commander. The slots come from the cuts.

  1. Kindred Discovery ($5.87) — name Zombie and every Zombie entering or attacking draws a card, and with Temmet out every one of those draws is another +1/+1 for the whole team. An attack with five Zombies refills your hand and grows the board mid-swing.
  2. Wilhelt, the Rotcleaver ($8.68) — every nontoken Zombie that dies leaves a 2/2 behind, and the end-step sacrifice is a card every turn. With Gravecrawler that draw costs one mana, forever.
  3. Death Baron ($5.19) — +1/+1 and deathtouch for the team. A board of 2/2 tokens stops being chump math when every block trades up.
  4. Endless Ranks of the Dead ($5.66) — half your Zombies again every upkeep, and because those tokens enter on your turn, Renewed Solidarity copies them again at your end step.
  5. Windfall ($5.05) — cast before combat with Temmet out, a seven-card refill is +7/+7 until end of turn, and every creature card you pitched is a 4/4 offer for Hashaton, Scarab's Fist.
  6. Headless Rider ($4.44) — nontoken Zombie deaths become 2/2s, which turns every board wipe and every Fleshbag Marauder edict into a partial rebuild.
  7. Champion of the Perished ($0.81) — a one-drop that grows with every Zombie that enters, in a list that makes tokens every single turn.
  8. Diregraf Captain ($0.40) — a third stat lord, deathtouch, and an opponent loses a life whenever a Zombie you control dies — Wilhelt's decayed tokens sacrifice themselves every combat.

Concealed Courtyard ($0.87), Darkslick Shores ($2.72), Shattered Sanctum ($1.88) and Deserted Beach ($5.83) take over from five lands that always enter tapped. The fastlands arrive untapped through turn three, the slowlands from turn three on — between them the window where a tapland costs a turn is covered from both ends.

Draw spells are combat tricks here

Temmet's pump reads each draw as its own trigger, so “draw two” means +2/+2 and an X-draw means +X/+X, at whatever speed the spell allows. The quiet best turn in the box: Forgotten Creation discards your hand on upkeep and redraws it — five cards is +5/+5 for the whole turn, before you even attack. Prophet of the Scarab draws the greater of Zombies you control or Zombie cards in your graveyard, and by the mid-game either number is five-plus.

Cycling counts too, because a cycle is a draw. Fetid Pools and Irrigated Farmland stay in the upgraded mana base for exactly that reason: a tapland in the opener is a cost, but the same card cycled on turn nine is a pump. Gempalm Polluter drains a player for the Zombie count and still triggers Temmet on its way. And Rhet-Tomb Mystic gives every creature card in your hand cycling {1}{U} — each activation a draw for the team and a discard for the section below.

The discard half pays out twice

Hashaton, Scarab's Fist sits in the 99, and his text turns the loot engine into a token engine: whenever you discard a creature card, {2}{U} buys a tapped 4/4 black Zombie copy of it. Temmet loots on every attack, so a dead six-drop in hand is never dead — discard Grave Titan and the 4/4 copy still makes two 2/2 Zombies on entry and two more per attack, because token copies keep their abilities.

The outlets are everywhere once you look: Temmet each combat, Cryptbreaker for a token, Forgotten Creation for a whole hand, Champion of Wits on entry, Rhet-Tomb Mystic on demand, and the added Windfall in bulk. The payoffs stack past Hashaton, too — Lazotep Chancellor amasses 2 for a single generic mana on each discard, and Archfiend of Ifnir puts a -1/-1 counter on every opposing creature per discard or cycle, which over a looting game adds up to a slow board wipe nobody sees coming.

Ten lands that cost a turn

The stock mana base runs 39 lands, and ten of them always enter tapped — both cycling duals, both Temples, all three Deserts, Path of Ancestry, Arcane Sanctum and Orzhov Basilica. That is a quarter of the mana base taxing a deck whose commander wants to attack on turn four. Five of the ten leave; the four that stay each pay rent, argued below.

The double-pip picture is mostly a black story: eleven spells want {B}{B}, and 26 black sources resolve a turn-three double black at 74% on the play. That demand is structural — Death Baron and Endless Ranks of the Dead join it as Never // Return and Zombie Master leave — so the count doesn't move. What moves is when the colour arrives: always-tapped lands drop from ten to five, and single-pip odds hold at 92% for black and 88% for white and blue by turn two. White's double-pip pressure halves outright, from four {W}{W} spells to two.

The curve follows the same direction. Average mana value falls from 3.47 to 3.31, the five-plus shelf trims from sixteen cards to thirteen, and the three-drop count rises from fourteen to seventeen. The land count settles at 38 — still on the high side, deliberately, because this deck would rather hit its fourth land drop than cast its eighth ramp spell.

What I'd cut

Never // Return is the ninth removal spell in a box that ships nine, and the one whose {B}{B} the turn-three math resents most. Murderous Rider does the same job and leaves a Zombie Knight behind; at seven removal spells the upgraded list is still comfortably in range.

Twisted Abomination has one good line here — swampcycle it, then let Hashaton copy it — but four mana across two payments for a vanilla 4/4 and a basic Swamp is a fair deal, not an engine, and the hard-cast mode is a six-mana 5/3.

Timeless Dragon is a Dragon no lord in the deck pumps, and every one of its modes is merely fine: a five-mana 5/5 flier with no Zombie text, a two-mana Plains, or a slow eternalize. Generic value in the one deck slot type density actually pays.

Angel of Sanctions duplicates a job Cast Out already does with flash and a cycling mode, on a 3/4 body that hands the permanent back the moment it dies. Off-type as well — the embalm token is the only Zombie it will ever be.

Vizier of Many Faces costs {U}{U} in the deck's thinnest double colour — 22 blue sources resolve turn-three {U}{U} at 64% — for a clone whose value depends entirely on someone else's board.

Zombie Master grants no stats. Swampwalk is blank at any table without a Swamp, and the regeneration grant is niche insurance; the three added lords all raise the team's actual numbers.

Wizened Mentor makes one 1/1, once a turn, and only when an opponent activates a non-mana ability — a trickle that runs on someone else's schedule.

The five lands: Orzhov Basilica re-taps a land you already paid for, in a deck about early attacks. Temple of Deceit and Temple of Silence buy one scry with a full turn. Desert of the Mindful and Desert of the True are single-colour taplands whose cycling only pays late — and of the three Deserts, the black one stays because black carries eleven double-pip spells and can least afford to shed a source.

What I'd add

Kindred Discovery ($5.87), naming Zombie, is the closest thing to a second commander this deck can buy. Every Zombie that enters or attacks draws a card; every draw, under Temmet, pumps the team. It is also the list's second choose-a-type card, and both name Zombie without a real decision — the deck makes no other kind of token.

Wilhelt, the Rotcleaver ($8.68) replaces every nontoken Zombie death with a 2/2 and offers a sacrifice-for-a-card every end step. Feed him Gravecrawler: the sacrifice draws a card, the death leaves a token, and one black mana recasts the Crawler from the graveyard next turn. A one-mana engine that never stops.

Death Baron ($5.19) and Diregraf Captain ($0.40) bring the lord count to four alongside Cemetery Reaper and Lord of the Accursed. Baron's deathtouch is the sharp one: pair it with Accursed's menace activation and blocking becomes impossible math — two blockers required, both of them dead.

Endless Ranks of the Dead ($5.66) compounds: four Zombies at upkeep is two tokens, six is three, and the board only ever grows. The tokens land on your turn, which is precisely what Renewed Solidarity's end-step line wants to copy.

Windfall ($5.05) is three cards in one here: a hand refill, a team pump the size of the refill, and a stack of Hashaton triggers for every creature card pitched. It also stocks the graveyard toward Gate to the Afterlife's six-creature threshold.

Headless Rider ($4.44) and Champion of the Perished ($0.81) round out the creature adds cheaply: the Rider makes deaths profitable — including your own Fleshbag Marauder edicts — and the Champion is a turn-one play that scales with every Zombie entry the rest of the page describes.

The lands: Concealed Courtyard and Darkslick Shores enter untapped as your first three land drops, Shattered Sanctum and Deserted Beach from the third land drop on — opposite conditions that between them keep the colour flowing untapped in both halves of the game. Three of the four produce black.

Three cards stayed on the shortlist with their reasons attached. Cavern of Souls ($49.95) names Zombie and makes most of the deck uncounterable, but it costs more than the other twelve adds combined — it's the first purchase beyond this page, not part of it. Undead Warchief ($17.11) is a fifth lord in a list that now runs four; redundancy is worth having, but not at seventeen dollars before the fourth lord has earned its keep. Necroduality ($8.41) was crowded out on mechanics rather than price: it only copies nontoken Zombies, and after these swaps much of what enters is already a token — Hashaton's copies, God-Eternal Oketra's Warriors, the Endless Ranks — so the doubler would watch most of the deck walk past it.

The cuts I didn't make

The Scarab God is a five-mana God with no immediate board effect — the exact profile this page cuts elsewhere — and it stays as the deck's ceiling. The upkeep scry-and-drain scales with the token count the whole upgrade grows, and the activation eternalizes creatures out of any graveyard as 4/4 Zombies, the same shape Hashaton makes for less.

Grave Titan is a Giant in a Zombie deck and the wrong card to read literally: it is four Zombie tokens by its second attack, under four lords that pump every one of them, on a 6/6 deathtouch chassis.

God-Pharaoh's Gift reads as the classic seven-mana cut until you notice the box shipped its cheat code. Gate to the Afterlife loots on every nontoken death and, at six creature cards in the graveyard, sacrifices itself to put the Gift straight onto the battlefield — and this deck's loot engine stocks six creatures fast.

Prophet of the Scarab is a five-drop whose entrance can be the biggest draw spell in the deck — and with Temmet out, a five-card entrance is also +5/+5 for the team, at creature-spell speed.

Champion of Wits is a Snake, and one of the best cards in the box: the entry loot is two Hashaton offers, and eternalize returns it late as a 4/4 Zombie that draws four on arrival.

Archfiend of Ifnir is a Demon reading the same discards the rest of the deck makes anyway. Every loot, cycle or Windfall puts a -1/-1 counter on every creature your opponents control — over a looting game, that's a board wipe on layaway.

God-Eternal Oketra pays a vigilant 4/4 Zombie Warrior for every creature spell in a list that runs 35 creatures plus the commander, and it refuses to stay dead — third from the top of the library instead of the graveyard.

The four taplands that stay: Fetid Pools and Irrigated Farmland cycle into draws — which are pumps here — when the land drop stops mattering. Path of Ancestry scries on 32 of the 35 creatures. Arcane Sanctum is one of only four lands in the list that produce all three colours.

Measured again after the swaps

Thirty-eight lands: 24 untapped, nine conditional with the four new duals among them, five always tapped — the box ran 24, five and ten. Average mana value 3.31 against the stock 3.47, the five-plus shelf down from sixteen cards to thirteen. Zombies rise from 29 of 36 creatures to 31 of 35 — 81% to 89% — with draw effects up from twelve to fourteen and spot removal trimmed from nine to seven, both wipes kept. No Game Changers on either side of the swaps, so the deck sets no bracket floor before or after. The upgraded hundred prices at $96.50 against the box's $52.66; the twelve adds come to about $47 at August 2026 market prices.

The upgraded decklist

The full hundred with the twelve swaps in. Hover any name to see the card and its current price.

“Load into the deck builder” opens this list in your account, pinned to the printings the box shipped, ready to edit or save. “Copy decklist” gives you plain text for Moxfield, Archidekt or Arena — no account needed.

Commander 1

  • Temmet, Naktamun's Will

Creatures 34

  • Archfiend of Ifnir
  • Binding Mummy
  • Cemetery Reaper
  • Champion of the Perished
  • Champion of Wits
  • Corpse Augur
  • Corpse Knight
  • Cryptbreaker
  • Death Baron
  • Diregraf Captain
  • Eternal Skylord
  • Fleshbag Marauder
  • Forgotten Creation
  • Gempalm Polluter
  • Gleaming Overseer
  • God-Eternal Oketra
  • Grave Titan
  • Gravecrawler
  • Hashaton, Scarab's Fist
  • Headless Rider
  • Lazotep Chancellor
  • Lord of the Accursed
  • Lost Monarch of Ifnir
  • Midnight Reaper
  • Murderous Rider // Swift End
  • Plague Belcher
  • Priest of the Crossing
  • Prophet of the Scarab
  • Rhet-Tomb Mystic
  • Rot Hulk
  • The Scarab God
  • Undead Augur
  • Wayward Servant
  • Wilhelt, the Rotcleaver

Planeswalkers 1

  • Liliana, Death's Majesty

Instants 4

  • Commence the Endgame
  • Despark
  • Pull from Tomorrow
  • Swords to Plowshares

Sorceries 4

  • Damn
  • Dread Summons
  • Dusk // Dawn
  • Windfall

Artifacts 12

  • Arcane Signet
  • Bontu's Monument
  • Commander's Sphere
  • Crowded Crypt
  • Dimir Signet
  • Gate to the Afterlife
  • God-Pharaoh's Gift
  • Maskwood Nexus
  • Orzhov Signet
  • Sol Ring
  • Talisman of Dominance
  • Talisman of Hierarchy

Enchantments 6

  • Cast Out
  • Dreadhorde Invasion
  • Endless Ranks of the Dead
  • Kindred Discovery
  • On Wings of Gold
  • Renewed Solidarity

Lands 38

  • Accursed Duneyard
  • Adarkar Wastes
  • Arcane Sanctum
  • Ash Barrens
  • Caves of Koilos
  • Command Tower
  • Concealed Courtyard
  • Darkslick Shores
  • Desert of the Glorified
  • Deserted Beach
  • Drowned Catacomb
  • Evolving Wilds
  • Exotic Orchard
  • Fetid Pools
  • Glacial Fortress
  • Irrigated Farmland
  • 4× Island
  • Isolated Chapel
  • Path of Ancestry
  • 5× Plains
  • Prairie Stream
  • Shattered Sanctum
  • Sunken Hollow
  • 5× Swamp
  • Terramorphic Expanse
  • Underground River
  • Unholy Grotto

FAQ

Should Temmet or Hashaton lead Eternal Might?

This page upgrades for Temmet, Naktamun's Will: his draw-equals-pump line rewards the mass-draw spells the box already ships. Hashaton, Scarab's Fist wants a discard-first build with more free outlets than the box carries. Left in the 99 he still turns every looted creature card into a tapped 4/4 for three mana, and the swaps keep every outlet that feeds him.

What does the full Eternal Might upgrade cost?

About $47 at August 2026 market prices for default printings. Wilhelt, the Rotcleaver ($8.68) is the ceiling; Diregraf Captain ($0.40), Champion of the Perished ($0.81) and Concealed Courtyard ($0.87) each cost under a dollar.

How strong is Eternal Might out of the box?

The engine is real — twelve draw effects under a commander who pays every Zombie +1/+1 per card drawn — but ten of its 39 lands always enter tapped and sixteen spells cost five or more, so the deck runs about a turn slower than it reads. It ships no Game Changers and sets no bracket floor.

Why do a Giant and a Snake survive a Zombie typal upgrade?

Grave Titan is four Zombie tokens by its second attack, so the lords pump its output even though nothing pumps the Titan. Champion of Wits loots on entry — which feeds Hashaton — and eternalizes back as a 4/4 Zombie that draws four. Only two cards in the upgraded list ask you to name a creature type, and both name Zombie regardless.

Can the upgraded list still sit in a low-bracket pod?

Yes. Neither the box nor the twelve adds contains a Game Changer, mass land denial or an extra-turn spell, so the deck still sets no bracket floor. The upgrade buys typal density and untapped mana, not the signals the bracket system counts.