Quick Draw Upgrade Guide: Amazing Additions

Howdy! We’re starting this series of upgrade guides, with the most popular Thunder Junction precon, Quick Draw. So, if you’re looking to make this deck better and more fun, this Quick Draw Upgrade Guide can help you with that.

I’ll recommend which cards you might want to add, and which ones you should probably remove. There will be plenty of suggestions, so choose one that best fit your play style, and your idea of fun game play.

The article is broken down into four main parts. First we take a quick overview of the deck, and then you’ll find the best 3 cards that you can add to the deck. Next up, there are additional cards to add, grouped together by different themes. Finally, there’s an example of an upgraded decklist.

With that said, let’s get right to it.

Quick Draw Overview

Quick Draw wants to cast multiple spells (preferably instants and sorceries) per turn. You’ll be setting up turns that’ll be insanely powerful and explosive. Of course, your commander Stella Lee, Wild Card will be the centerpiece of this strategy.

Stella Lee, Wild Card Outlaws of Thunder Junction Commander Precons

First ability triggers whenever you cast your second spell each turn. You get to exile the top card of your library and play it until the end of your next turn. Card advantage is always welcome.

However, an even stronger ability is the second one. In order to trigger it you’ll need to cast three spells in a turn. That’s a hefty requirement, but the payoff is there. You can than tap Stella in order to copy one of your instant and sorcery spells. That’s without paying any additional mana. You tap Stella, and you’re potentially getting a ton of value.

You can find more in-depth information about Quick Draw precon here. Before we move to the upgrades, here’s how the original decklist looks like.

Quick Draw Decklist

Commander (1)
Stella Lee, Wild Card

Creatures (19)
Archmage Emeritus
Bloodthirsty Adversary
Crackling Spellslinger
Electrostatic Field
Eris, Roar of the Storm
Goblin Electromancer
Guttersnipe
Haughty Djinn
Kaza, Roil Chaser
Murmuring Mystic
Niv-Mizzet, Parun
Octavia, Living Thesis
Pteramander
Storm-Kiln Artist
Talrand, Sky Summoner
Third Path Iconoclast
Thunderclap Drake
Veyran, Voice of Duality
Young Pyromancer

Instants (9)
Arcane Denial
Big Score
Chaos Warp
Dig Through Time
Galvanic Iteration
Opt
Pongify
Radical Idea
Think Twice

Sorceries (21)
Baral’s Expertise
Curse of the Swine
Deep Analysis
Elemental Eruption
Epic Experiment
Expressive Iteration
Faithless Looting
Finale of Promise
Finale of Revelation
Lock and Load
Mizzix’s Mastery
Ponder
Preordain
Pyretic Charge
Rousing Refrain
Serum Visions
Tezzeret’s Gambit
Treasure Cruise
Vandalblast
Volcanic Torrent
Windfall

Enchantments (3)
Arcane Bombardment
Propaganda
Shark Typhoon
Lands (38)
Cascade Bluffs
Command Tower
Exotic Orchard
Ferrous Lake
Frostboil Snarl
Izzet Boilerworks
Reliquary Tower
Shivan Reef
Sulfur Falls
Temple of Epiphany
Temple of the False God
13 Mountain
14 Island

Artifacts (9)
Arcane Signet
Cursed Mirror
Forger’s Foundry
Izzet Signet
Leyline Dowser
Midnight Clock
Smoldering Stagecoach
Sol Ring
Winged Boots

If you don’t already own this precon, you can purchase it on Amazon.

Quick Draw Outlaws of Thunder Junction Commander Decks

Top 3 Additions to Upgrade Quick Draw

So, let’s take a look at just three cards that’ll add a lot of power to your deck. If you aren’t planning on revamping the whole deck all at once, you can just stick to these three cards before you get a better feel for the deck and decide how you want to upgrade it.

These will certainly make the deck more fun to play.

Cerulean Wisps

Cerulean Wisps Quick Draw Upgrade Guide

First up, here’s an extremely cheap instant that draws you a card. Those cards are already something you want in Quick Draw deck, as you can easily cast multiple spells in a turn with their help. However, this one comes with a major upside, by untapping a creature.

You’ll want to target Stella Lee with it, as that allows you to potentially copy two spells in a turn. You could even copy the same spell twice, if that’s useful to you. It’s not hard to see why Cerulean Wisps is such a great fit for this deck.

Thousand-Year Storm

Thousand-Year Storm Quick Draw Precon Spoilers

Sometimes, you can’t manage to stick your commander around, so you need to prepare a plan B. It doesn’t necessarily need to be much different from plan A. The easiest way of enabling that is by including cards that work similarly as your commander.

Here, Thousand-Year Storm really works nicely. It rewards you for casting multiple spells (just instant and sorceries) by getting you additional copies. Just like Stella Lee!

This enchantment can be a centerpiece of some really fun an explosive turns. It should certainly be one of the first cards when you start upgrading the Quick Draw precon.

Primal Amulet

Primal Amulet Quick Draw Upgrade Guide
Primal Wellspring Quick Draw Upgrade Guide

Here’s a great flip card for this deck, as you can really utilize both sides of the card. The front side makes your instant and sorceries a mana cheaper. There’s so many of those in the deck, that the discount really adds up.

Now, once you’ve cast four or more instant and sorceries, you can flip it into a land. The land gives you a mana of any color. When you spend that mana on an instant or sorcery spell, you get to copy it. Just like that!

So, once you manage to flip the Amulet, you’ll be making some insanely powerful plays.

Which Cards to Add to Quick Draw

Okay, that was it for the over best three cards for Quick Draw upgrade. Now, if you’re planning to do a more in-depth upgrade, here are various cards that you might want to add, depending on which direction you plan to go.

Get That Storm Going

In order to enable Stella, you’ll need to cast at least three spells in a turn. Here are some suggestions that can help you do so.

Frantic Search Quick Draw Upgrade Guide

Frantic Search and Snap can both be essentially zero mana cards with fine effects. One lets you improve your hand’s quality, while the other bounces a creature.

Speaking of zero mana spells, stuff like Gitaxian Probe and Mishra’s Bauble is always useful, when you’re planning to cast multiple spells in a turn.

Perhaps you need a big mana boost? Cards like Mana Geyser, Seething Song, and Jeska’s Will can certainly help you with that.

All of these play quite nicely with Underworld Breach, which can enable some broken turns in the late game.

Bunch of Untap

As you’ve seen with Cerulean Wisps untapping Stella after you’ve cast 3+ spells can be insanely strong and fun. Thankfully, there are plenty of other effects that do so.

Chakram Retriever Stella Lee Upgrade

If Chakram Retriever sticks around, it’s going to be a good boy to pair with Stella. You’ll get multiple untaps per turn, and potentially copy a ton of spells. Note, that you can do some fun stuff with sequencing your spells.

You can your first spell, then you hold priority. You respond to the first spell and Retriever’s trigger, by casting two more instants. Now there you’ve cast three spells, and there are three untap triggers on the step. You can tap Stella to copy any of the three spells, then resolve the first untap trigger, copy a spell again, and so on.

Sure, this combo can be broken by a removal spell, but when it does work it’s going to feel spectacular.

Of course, you could also go with one-time effects. Both Refocus and Twitch replace themselves with a new card, which is certainly useful.

Now, Wrangle is not the type of card that would first came to mind, but you can certainly use it on your own creatures. While, it doesn’t draw you a card, it offers some flexibility. First, it can give Stella haste, which is obviously good. And sometimes you can use it on your opponent’s creatures. If you’re more interested in that part, you can also go with something like Twisted Fealty, which can also be a powerful effect to copy.

(Oh, and while we’re on the topic of haste, you probably want to add a copy of Swiftfoot Boots to this deck, in order to enable Stella right away. Plus hexproof is obviously strong.)

You probably don’t want to go to crazy with these untap effects, as they serve one very specific role, but I feel like around 3-4 copies is a fine place to be.

More Copying

Sometimes you can’t copy a spell with Stella for whatever reason. However, most of your deck’s plan relies on copying spells. Thus, you should have additional ways to make copies. I’ve already mentioned Thousand Year Storm before, but here are some other cards that you can use in order to get more copies of your powerful spells.

Twinning Staff Stella Lee Upgrade Ideas

Twinning Staff gives you an expensive way to copy your spell for seven mana. However, there’s an additional effect that gives you an additional copy whenever you copy a spell. So, for seven mana you’re essentially coping a spell twice. Plus, that effect works well with all of your other cards that copy spells, including your commander.

Then there are a couple of great cheap copy spells. Increasing Vengeance can copy one of your instants and sorceries. On top of that, it can be cast from your graveyard. Sure, it costs more, but you will get two copies. The other one is Return the Favor, from the Thunder Junction main set. You can also copy spells from your opponents, as well as triggered abilities. Plus, you can change a target of a spell. So, it essentially doubles as a protection from single-targeted removal.

Both of these two, as well as other cheap cards in your deck can be exiled with Isochron Scepter. This way, you’re getting a copy of those cards multiple times per game.

Finally, if you like planeswalkers, Ral, Storm Conduit is also a fun addition to this deck, that allows allows you to copy instants and sorceries.

What About a Second Turn?

Now, extra turns are a polarizing topic. Some playgroups absolutely hate them. However, these spells are amazing targets to copy with Stella Lee. If you ever manage to setup a turn in which you copy an extra turn spell, you’ll be taking at least two additional turns. With all of your mana and untap Stella, it’s probably going to be easy to win from there.

Time Warp Quick Draw Upgrade Ideas

There’s no shortage of different extra turn spells. Time Warp is the classic one, and perfectly fine. Part the Waterveil costs one more mana, but does offer you an option to make one of your land into a creature, when you have an abundance of mana.

Perhaps you’re looking for something cheaper? Both Temporal Trespass and Temporal Mastery can be played for less mana under the right circumstances.

On the other hand, Time Stretch is much more expensive, but if you ever manage to copy it, you’re taking four turns in a row, which means you’ve probably won the game.

Playing at instant speed is certainly a plus, and Nexus of Fate is a rare extra turn spell that can do so.

Of course, you don’t need to copy these only with Stella Lee. These cards also work great with any of your other copy effects, which we talked about in the previous section.

Better Mana Base

Finally, it’s also important to improve the mana base. While these changes aren’t the most exciting, they make it easier to cast your spells on curve. It’s particularly frustrating when you can’t play your spells due to problems with your lands. By adding some better dual lands, that should happen less often.

Steam Vents Quick Draw Upgrade Guide

First up, here are the red-blue dual lands. Some of these are more expensive, while the others are fairly budget-friendly additions.

Utility Lands

It’s amazing when you’re able to receive spell-like effects from your lands. Here are some great options for this shell.

Minamo, School at Water's Edge Quick Draw Manabase Upgrade Guide

First up, Minamo, School at Water’s Edge is spectacular. There’s no downside to it, but it allows you to untap Stella Lee. Given that we plan to include actual lands with these effects, it’s should be a big surprise for this land to be such a perfect fit here.

Another great land, also from Kamigawa is Otawara, Soaring City. It doesn’t have specific synergies with this deck, but it’s always a great effect to have, especially since there’s no real downside to it.

Some late game filtering can be strong in this deck, as you want a specific combination of cards in order to go off. Cephalid Coliseum can help you with that.

I don’t like colorless land that much, but if we add a bunch of dual lands to the deck, we can play Emergence Zone. Giving our spells flash can help set up an explosive turn out of nowhere.

Quick Draw Upgraded Decklist Example

So, here’s one example of how an upgraded decklist could look like. Of course, that’s just a suggestion. You can take your deck in any direction you’d like. Here I included some of my favorite cards from each section, and I encourage you to do the same.

Commander (1)
Stella Lee, Wild Card

Creatures (13)
Archmage Emeritus
Bloodthirsty Adversary
Chakram Retriever
Crackling Spellslinger
Goblin Electromancer
Haughty Djinn
Murmuring Mystic
Niv-Mizzet, Parun
Storm-Kiln Artist
Third Path Iconoclast
Thunderclap Drake
Veyran, Voice of Duality
Young Pyromancer

Instants (12)
Big Score
Cerulean Wisps
Chaos Warp
Dig Through Time
Frantic Search
Galvanic Iteration
Increasing Vengeance
Opt
Pongify
Radical Idea
Refocus
Snap

Sorceries (22)
Baral’s Expertise
Curse of the Swine
Deep Analysis
Epic Experiment
Expressive Iteration
Faithless Looting
Frantic Search
Gitaxian Probe
Jeska’s Will
Lock and Load
Mana Geyser
Mizzix’s Mastery
Ponder
Preordain
Rousing Refrain
Serum Visions
Temporal Trespass
Time Stretch
Time Warp
Treasure Cruise
Vandalblast
Volcanic Torrent

Enchantments (3)
Arcane Bombardment
Shark Typhoon
Thousand-Year Storm
Lands (38)
Cascade Bluffs
Cephalid Coliseum
Command Tower
Emergence Zone
Ferrous Lake
Fiery Islet
Frostboil Snarl
Izzet Boilerworks
Minamo, School at Water’s Edge
Otawara, Soaring City
Reliquary Tower
Riverglide Pathway
Scalding Tarn
Shivan Reef
Steam Vents
Stormcarved Coast
Sulfur Falls
Thundering Falls
Training Center
11 Island
Mountain

Artifacts (11)
Arcane Signet
Forger’s Foundry
Isochron Scepter
Izzet Signet
Midnight Clock
Mishra’s Bauble
Mishra’s Bauble
Primal Amulet
Sol Ring
Swiftfoot Boots
Twinning Staff

Cards to Remove First from Quick Draw

It can be hard to decide which cards to cut. Typically, you’d want to go with cards that aren’t most on theme, or are just too weak. However, with recent Commander releases most of the cards are at least playable. Anyway, here’s some of the cards I decided to part with.

It’s not necessarily that these cards are bad, they just don’t fit as well in my idea of the final deck as well as some other cards do. That’s apart from the Temple of the False God. That card is horrendous and I don’t understand why they keep putting it in the Commander precons.

Conclusion

That’s the end of the Quick Draw Upgrade Guide. Hopefully, you got some great ideas on how to make this precon better, and perhaps even more importantly, more fun. Of course, with so many Magic cards, I certainly missed some cool inclusions. If you know of any, feel free to share them with me an our readers in the comments below.

Oh, and if you want to know more about the other ones, check for Outlaws of Thunder Junction Commander decks here.

Until next time, have fun, and enjoy games with your freshly upgraded Quick Draw deck.

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