Riveteers Rampage Upgrade Guide

Welcome back, everyone. Time to punch your time cards and get to work. The Riveteers are New Capenna’s working class, and their new Commander deck is here to demolish their opponents. Led by Henzie “Toolbox” Torre, it is built around cheating big Creatures into play. In this Riveteers Rampage Upgrade Guide, we are going to look at a few different ways to make Riveteers Rampage your own personalized deck. Let’s get busy.

A Brief Note on Budget

I want to say, as usual, that this article is designed to be a brainstorm session. I am choosing five aspects of this deck/it’s commanders and finding as many things as I can that synergize with only those aspects. Feel free to use these ideas as a framework for your own version of the deck, or take them and build something completely different.

Lots of content creators are making guides for specific cards to add or take away, but this is not quite that kind of article. I will recommend cards to include as well as cards to exclude. However, if you don’t follow my advice, you will probably be fine.

Additionally, there’s no way I figured out every possible way to upgrade this deck. I chose the five things that stuck out most to me. If something else resonated with you, or if you come up with something I totally missed, please let us know. You can find out more about how to contact us at the end of the article.

And lastly, before we move on, I want to mention that I am not considering any kind of budget when writing this article. I’m not trying to be gatekeepy or exclusive, but in order to minimize hinderances to the brainstorming process, I feel like this is necessary. If I recommend a card that is outside your budget range, I am genuinely sorry. Maybe see if your playgroup will let you print out a proxy of that card and play with it anyway. Whenever possible, I will try to include cheaper alternative cards that can substitute more expensive ones.

If you don’t have a Riveteers Rampage precon, you can get one on Amazon.

Riveteers Rampage New Capenna Commander Decks 2022 Precons

Riveteers Rampage Decklist

Commander (1)
Henzie “Toolbox” Torre

Creatures (29)
Overgrown Battlement
Weathered Sentinels
Disciple of Bolas
First Responder
Grime Gorger
Jolene, the Plunder Queen
Solemn Simulacrum
Caldaia Guardian
Temur Sabertooth
The Beamtown Bullies
Wave of Rats
World Shaper
Bellowing Mauler
Indrik Stomphowler
Kresh the Bloodbraided
Mezzio Mugger
Mitotic Slime
Etali, Primal Storm
Greenwarden of Murasa
Inferno Titan
Noxious Gearhulk
Avenger of Zendikar
Deathbringer Regent
Giant Adephage
Stalking Vengeance
Treeshaker Chimera
Woodfall Primus
Artisan of Kozilek

Instants (4)
Chaos Warp
Riveteers Charm
Windgrace’s Judgment

Sorceries (11)
Life’s Legacy
Rampant Growth
Kodama’s Reach
Painful Truths
Migration Path
Aether Snap
Riveteers Confluence
Blasphemous Act

Enchantments (9)
Evolutionary Leap
Garruk’s Uprising
Next of Kin
Protection Racket
Deathreap Ritual
Industrial Advancement
Rain of Riches
Turf War
Warstorm Surge
Lands (39)
Ash Barrens
Blighted Woodland
Cinder Glade
Command Tower
Exotic Orchard
Foreboding Ruins
Game Trail
Jund Panorama
Kessig Wolf Run
Mossfire Valley
Mosswort Bridge
Myriad Landscape
Path of Ancestry
Riveteers Overlook
Savage Lands
Shadowblood Ridge
Smoldering Marsh
Spinerock Knoll
Temple of Malady
Temple of the False God
Thriving Bluff
Thriving Grove
Thriving Moor
Twilight Mire

Artifacts (7)
Sol Ring
Arcane Signet
Fellwar Stone
Commander’s Sphere
Dodgy Jalopy
Glittering Stockpile
Lifecrafter’s Bestiary

The preview images for the new cards might not be available yet. You can find them in the New Capenna Commander article and in the New Capenna spoilers article.

Riveteers Rampage General Upgrades

Henzie Toolbox Torre Commander 2022 Decks

The Mana Base

The mana in this deck is good. But it can be better. My first thought is that thirty-nine lands are probably a lot. You could probably afford to cut one or two before making any other changes.

After that, I would consider replacing some of your dual lands (or even basic lands) with more efficient ones. Specifically, I’m talking about taking out lands that enter the battlefield tapped, like:

You should replace them with lands that enter untapped most of the time:

Ziatora's Proving Ground

Some cards, like Savage Lands can be forgiven for entering tapped because they make all three of your colors. Other lands like this that I would recommend including are:

Increasing the quality of your lands is one of the easiest ways to make your deck more consistent. If you can’t afford some of these expensive lands, though, the mana base in the precon or any other small additions you can make to it will likely be just fine.

General Commander Synergies

Sundial of the Infinite Henzo Combo

If you’re trying to utilize Henzie’s ability to give everything Blitz (which a lot of these recommendations are going to), you should probably include Sundial of the Infinite. It will stop your Creatures from going to the graveyard at the end of the turn.

Similarly, Conjurer’s Closet can save your Creatures by exiling them and returning them to the battlefield before Blitz sacrifices them. Both options work really well if you are more interested in keeping your Creatures around than sacrificing them.

Cost Reduction

You will likely want to cast Henzie a couple of times early in the game. Cards like Myth Unbound, Cloud Key, Bard Class, Blood Funnel, and Heartless Summoning can help you do that.

Cloud Key How to Upgrade Riveteers Rampage Commander Precon

However, if you already fill your deck with a bunch of Creature cost reducers, you don’t really need Henzie to reduce the cost of your Creatures. In the interest of keeping Henzie relevant, I would recommend not using a bunch of cost reducers. However, if this is exactly the strategy you’re going for, feel absolutely free to use these kinds of cards to supplement Henzie’s ability rather than distract from it.

Multiple Commanders

Another option for casting your commander a lot of times is to play two commanders and include Henzie in the 99. Henzie’s ability doesn’t care which commander you cast, it only counts the number of times you cast any commander. This means that two cheaply costed commanders, like Rograkh, Son of Rograh and Reyhan, Last of the Abzan could rack up multiple commander casts early on in the game.

I don’t typically recommend changing the commander entirely, but Henzie would still be an important piece to the deck. This would potentially make Henzie your “secret commander”, which brings a whole new suite of problems to solve. I wrote an article about five color commanders that includes info on how to build a secret commander deck. So check that out, if you are interested.

Otherwise, casting Henzie fairly multiple times is also a perfectly reasonable plan. If this is going to be how you build your deck, consider adding a couple more ramp spells to make sure you can get enough mana to cast him as many times as you need.

5 Ways to Upgrade

These are the five directions I thought of taking this deck:

  1. Sneak Attack
  2. Aristocrats
  3. Tribal
  4. Goad
  5. Colorless Creatures

Power Level

At the beginning of each of the next sections, I included a range of numbers. That range is what I expect this deck to be able to perform at on a 1-10 power scale (based on the power scale established by the Command Zone Podcast). For more information on the Commander power scale, you can take a look at the table below.

Power LevelNameDescription
1-2Jank Very little synergy among cards. No Commander staples. Under powered on purpose.
3-4Casual Some synergies, but lacking the strong ones. The deck still lacks focus. Mana curves mostly neglected. A deck that a new player would build.
4-6Focused Synergy exists, the deck has a focused gameplan, although it doesn't always win in the exact same way, usually after turn 13. Includes staples and a small amount of tutors. On the same power level as most Commander precons.
7-8Optimized Powerful and varied synergies between the cards. A decent number of good tutors. Good mana curve. Has an efficient and consistent way to win on turns 10-12 (level 7) or 7-9 (level 8). Some social rules — like no mass land destruction, no consistent combo wins — still exist.
9-10Competitive The most powerful decks, on competitive EDH level. Quick and explosive, can win on turns 4-6 (level 9) or 1-3 (level 10). No social rules, no jank cards. Only the most powerful commanders and strategies can reach this level.

Actual power levels may vary, but let those numbers be a guide when considering upgrading this deck in those ways.

1. Sneak Attack (4-8)

Recommended Commander: Henzie “Toolbox” Torre

This deck is named after the iconic Sneak Attack from Urza’s Saga. The idea is that you get to cheat a Creature into play, likely for quite a bit less than it actually costs, and then lose it at the end of the turn. There have been lots of iterations of this effect throughout the years. If you filled the deck with a critical mass of these cards, including Henzie himself, you could very reliably get terrifyingly large Creatures out every turn.

Sneak Attack Riveteers Rampage Upgrade Guide

Here are some other, less efficient versions of Sneak Attack:

One of the coolest parts about this deck, is that a couple of the Creatures that have Sneak Attack effects can be cheated into play with Sneak Attack. However, you can also choose other Creatures to play as well. In fact, there probably isn’t a “best” group of cards you can put in this part of this version of the deck. Find your favorite ten to fifteen Creatures with mana value six or greater and jam them in. The deck is bound to be fun to play.

New Cards From Streets of New Capenna

The Blitz mechanic from New Capenna is basically Sneak Attack for whichever Creature has it. Any cards that have Blitz could potentially be great inclusions in this version of the deck. Additionally, the set has a few Creatures that would be great to cheat in. Here are some of the cards that fit either of these qualifications:

What to Take Out

The precon is already so focused on this particular strategy, the only way to make more room for cards is to take out the things that you cannot play with Henzie’s Sneak Attack ability. I’m talking about things like Victimize, Riveteers Confluence, Blasphemous Act, etc. Now, a lot of people might be upset that I would recommend removing these cards. Let it be known, though, that I think you should still have cards in your deck with these effects. However, if they are Creature cards with enters the battlefield or leaves the battlefield abilities, that is probably ideal for this version of the deck.

2. Aristocrats (4-8)

Recommended Commander: Henzie “Toolbox” Torre

It seems like just about every new wave of Commander decks has one or two sections devoted to Aristocrats. If you want to review other decks I have talked about that could potentially be Aristocrats decks, check these out:

If you don’t feel like reading six other articles, though, here is the run down of what every Aristocrats deck needs.

Creatures To Sacrifice

This is definitely the easiest part of the deck. Aristocrats decks get value from sacrificing Creatures. They turn a downside (losing your Creature) into an upside (dealing damage, returning a Creature to your hand/battlefield, drawing cards, etc. whenever a Creature dies). Most decks are naturally composed of mostly Creatures. Truly efficient Aristocrats decks, though, use their sac-able Creatures to fill the roles of one or more of the other categories:

Creatures That Can Sacrifice Creatures

The Blitz mechanic provides built-in double duty for Aristocrats decks. They are both the Creatures to sacrifice and the Creatures that are able to sacrifice. They trigger your Aristocrats payoffs, and even draw you a card when they die. Furthermore, they were made for this strategy.

Creatures That Care About Creatures Being Sacrificed

Blood Artist MTG

The last pillar of Aristocrats decks is your payoffs. These are the cards that reward your hard work of sacrificing a bunch of your Creatures. Popular payoffs include, but are not necessarily limited to:

Aristocrats decks need all three of these things to work right. If any one of them is missing, the strategy just doesn’t really work right. Anytime a commander like Henzie is printed that provides one or more of these pillars in the command zone, it is worth trying to brew around it in this way.

New Cards From Streets of New Capenna

I mentioned that the Blitz cards from the new set are fantastic inclusions in an Aristocrats deck. However, there are more cards than just these that could fit into one or more of the above-outlined pillars:

What to Take Out

This version of the deck is probably the one that the deck came with the most pieces for. In other words, you probably don’t have to take out too many cards if you don’t want to. Anything with Blitz or other sacrifice/death synergies is good to stay, and anything else is optional. You want to make sure you have a good balance between the three important parts, but other than that, this deck likely already plays fairly similarly to an Aristocrats deck.

3. Tribal

I know, I know. Riveteers Rampage is not a tribal deck. However, the two commanders, Henzie “Toolbox” Torre and The Beamtown Bullies, are both members of tribes. They don’t necessarily care about their respective tribes, but it’s possible that they care about things that their tribe also cares about. I always like to look at the new commanders’ tribes in case we find some really cool connections.

Devils (4-6)

Recommended Commander: Henzie “Toolbox” Torre

Asmodeus the Archfiend Riveteers Rampage Upgrade Commander

The commanders for this deck are members of a few tribes that have one thing in common: they are obscure in the current EDH meta. Devils, and Ogres specifically, are tribes that show up periodically in Magic, but don’t have very many playable commanders. Henzie and the Bullies still are not great commanders from a tribal perspective, but at least they offer enough colors and mechanical synergy to be potentially useful.

For example, Devils actually work quite well with Henzie’s game plan. Henzie cares about Blitzing things out for cheap. Once something is cast by a Blitz ability, you sacrifice it at the end of your turn. Devils happen to love it when you sacrifice Creatures. They deal small, seemingly insignificant amounts of damage that adds up over time.

Here are some cool Devils that could help make this tribal deck work:

Devils also have a small spellslinger theme. That is, some of them care about Instant/Sorcery/non-Creature spells. Here are some of those, as well as some non-Creatures that also play well with Devils:

Rogues (5-8)

Recommended Commander: Henzie “Toolbox” Torre

Fortune Thief Riveteers Rampage Upgrade Guide

Rogues are a tribe that are typically focused in blue/black. Removing blue and adding red/green is an odd choice, to be sure. However, there are plenty of tribe members in those colors. The question now is whether or not they are actually good enough to include in the deck:

While some of these cards are interesting, they probably aren’t good enough to flesh out a focused deck. Fortunately, we still have access to all the black Rogues. If we add some of these to the red/green list we just made, I’m sure there are plenty of cards for a Rogues deck:

Ogres (2-5)

Recommended Commander: The Beamtown Bullies

Kazuul, Tyrant of the Cliffs

This tribe is one that I don’t think I’ve ever written about in an upgrade article. Ogres are fairly common on a lot of Magic planes, but they rarely have much utility. There are a few gems, though, such as:

Despite some of these great utility Creatures, Ogres don’t seem to have a cohesive strategy that ties the tribe together. If I’m being honest, I don’t think there are quite enough Ogres yet to focus on one specific theme, but here are a few options if you are thinking you might want to test it out:


This strategy is fairly easy to pull off with Ogres, and synergizes with The Beamtown Bullies as an added bonus. I already outlined Aristocrats strategies above, so refer to that section with questions about how to make it work. Here are a few quick examples of Ogres that could fit into one of the three important categories:


As I was doing research into Ogres, I discovered something I didn’t expect: there are a surprising number of Ogres that care about Equipment. This is easily the least synergistic strategy from this section with The Beamtown Bullies but could potentially be the most interesting. Like I said, I don’t think enough of the pieces exist yet, but here are some really cool Ogres that would be vital to the deck if you were to try it:

Ogres and Demons

Another odd thing that Ogres do is care about whether you control a Demon. This characteristic of Ogres is almost exclusively present in Kamigawa sets. Here are a couple of cards that illustrate what I am talking about:

In a weird way, this actually does work well with The Beamtown Bullies. They have an ability that returns a Creature from your graveyard to the battlefield under an opponent’s control. Demons occasionally have abilities that make bad things happen to you if you don’t pay the price.

So if you give the Demons with downsides away to your opponent, you can capitalize on both the Ogre/Demon synergies and The Beamtown Bullies/Demons synergies. Oh, and here are some Demons you might like for this deck:

Note that there is also a more popular version of The Beamtown Bullies deck that focuses almost exclusively on giving bad Creatures to your opponents. It probably plays similarly to this deck, but it won’t care hardly at all about tribal synergies.

Warriors (4-6)

Recommended Commander: The Beamtown Bullies

Lovisa Coldeyes Riveteers Rampage Upgrade Guide

The Bullies don’t really have any legit synergy with Warriors, but Jund-colored Warriors seem cool. The tribe works pretty well with itself with or without a commander, so I’m sure it would function just fine in casual circles. There are also tons of Warriors in the game, so here I am only going to outline the ones that are specifically relevant to a tribal strategy:

New Cards From Streets of New Capenna

Each of these tribes have new members from Streets of New Capenna. I don’t think you need me to tell which cards are Devils and which ones are Ogres. However, not all tribe members are worth a slot in your deck. Here are some of the best Devils, Rogues, Ogres, and Warriors I found in the new set.

What to Take Out

As per usual, anything that is not a member of the specific tribe that you are trying to build around is not necessary in this deck. Do your best to try to find tribe members that can double as card advantage, removal, ramp, etc. because the more synergy you have in your deck the better.

That being said, if you want to build a specific tribe, but also really love a specific off-tribe card, feel free to put it in. While it’s true that restrictions breed creativity, it is also okay to want to do something simply because you want to.

4. Goad (4-7)

Recommended Commander: The Beamtown Bullies

Grenzo Havoc Raiser Riveteers Rampage Upgrade Guide

There are a few other commanders from this round of decks that utilize the Goad mechanic. I do believe, however, that The Beamtown Bullies are the best-equipped to take advantage of it. This is mostly true because of the card’s colors. Goad is mostly a red/black mechanic, with a couple key cards showing up in green. There are already plenty of Rakdos Goad decks out there, so adding green with [c]The Beamtown Bullies will only make them better.

New Cards From Streets of New Capenna

The new Goad cards from SNC actually show up in the precons. Other than cards that can’t fit in this deck’s colors and reprints, the only new card in Life of the Party.

What to Take Out

There really aren’t any cards other than The Beamtown Bullies that explicitly have Goad. Feel free to keep any cards that work well with the Bullies, since they will likely be the most common way to Goad your opponents’ Creatures. This means you probably want to take out any Creatures like Inferno Titan, Treeshaker Chimera, or Woodfall Primus that could potentially give your opponents value when you reanimate them under an opponent’s control.

Goad is a fantastic multiplayer mechanic that moves a game of Commander forward. Wizards have demonstrated that they love printing new cards with Goad, so keep your eyes open in future sets for even more cards that force your opponents’ Creatures to attack.

5. Colorless Creatures (5-8)

Recommended Commander: Henzie “Toolbox” Torre

The idea with this section is to try to cast Creatures for free if possible. It combines elements from previous sections (sneak attack, some tribal elements, sac outlets) but really leans harder into the Blitz part of Henzie’s card.

Because of this, it is very important to be able to play Henzie, sacrifice him, and replay him multiple times early in the game. Here are a few ideas for how to do that.

Reducing the Blitz Cost

Food Chain Henzo Riveteers Rampage Upgrade Guide

My first thought is with well known combo card, Food Chain. With the help of Eternal Scourge, a card that does double duty in the Eldrazi section of this deck, you can generate infinite mana. You could use that mana to play Henzie infinite times, thus reducing the Blitz cost of Creatures you control with mana value four or less to essentially zero as long as Henzie is in play.

However, this is a pretty popular combo, and you could also just use it to win the game with a different commander. Plus, with infinite mana you could just cast any of the Creatures you want to cheat out with Blitz. Additionally, Food Chain is a relatively expensive card, so you might need to take all of this into account when deciding to build this deck.

Another thought is to ramp a bunch of mana into play as fast as possible. This is probably a better way to get Henzie out a bunch of times without going infinite. You get to maximize the value you get from Henzie, and don’t just win out right.


Kozilek, Butcher of Truth

Once you figure out how to cast Henzie a bunch of times, you need to decide which Creatures you want to Blitz out. An easy go-to is Eldrazi. These usually have mana value 4 or more, which is what Henzie cares about. Since they’re colorless, you could potentially even cast some of them for free if you’re able to cast Henzie enough times.

Fortunately, Eldrazi are also naturally pretty good at ramping, since so many of their cards create Eldrazi Scions or Spawn which sacrifice to add colorless mana.

It is probably a good idea to treat this deck a little bit like a tribal deck. The more synergy you have with Eldrazi as a tribe, the stronger you deck is likely to be.

Artifact Creatures

If you like this idea but don’t want to use Eldrazi for whatever reason, there are still countless other colorless Creatures in the game. Most of them are Artifacts, so you will probably want to include some Artifact synergies. You could lean into this for your much-needed ramp package that we discussed previously. Artifact ramp, while vulnerable to removal, can be quick and effective ways to cast Henzie as many times as you need.

Ancestral Statue Riveteers Rampage Upgrade Guide

In addition to that, there is some real combo potential with Ancestral Statue and Guardians of Koilos. If you can reduce those Creatures’ Blitz cost by five, you can bounce them back and forth to your hand. This can trigger something like Purphoros, God of the Forge, Altar of the Brood, or Genesis Chamber an infinite number of times.

If you Blitz in any of these Creatures, you are going to have to sacrifice them at the end of the turn. Since you are going to lose the Creatures anyway, here are some cards that either sacrifice other Creatures, or themselves, or care about being in the graveyard:

Modular Creatures

A sub-category of colorless Artifact Creatures is Creatures with Modular. For those unfamiliar with the mechanic, here are some examples:

Since you already know you are going to have to sacrifice the Creatures you Blitz out anyhow, these help you keep at least part of those Creatures around when they die.

Bad Cards
Meteor Golem

Because Artifacts were historically always colorless, one way Wizards used to balance Artifact Creatures was to make them cost two or three mana more than a card with the same effects in one or more colors. So if we could reduce their cost even a little, we can turn some of these typically “bad” cards into potentially useful ones:

Lastly, Artifact decks tend to have cards like the following because they are just generically good:

New Cards From Streets of New Capenna

Most of the Artifacts from New Capenna are either Vehicles or Equipment. However, a couple of decent colorless Creatures are:

I feel like it’s probably pretty obvious, but there are not any new Eldrazi in this set.

What to Take Out

The precon already includes a few Eldrazi and colorless Creatures. Those are the only cards that I would recommend leaving in for certain. In order to make room for all of these other cool cards, you might just have to take out everything else. It’s not that those cards aren’t good, you are just going to have a lot of cards that you want to fit in the deck.

Riveteers Rampage – Conclusion

If you have any questions about this or other articles, you can leave a comment down below, or contact me on Instagram or Twitter. I also have a podcast where I will be going over upgrading each of the New Capenna Commander decks, if I haven’t already. Check out the Gathering: My Thoughts Podcast on Apple Podcasts or Spotify.

If you’d like to open some Capenna packs and perhaps get some cards that would upgrade your Riveteers Rampage deck, you can get a New Capenna Set booster box on Amazon.

New Capenna Set Booster Box

More Content

If you need some inspiration for upgrading your other New Capenna Commander decks, we’ve got articles for each of them as well here:

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