Divine Convocation precon upgrade guide
Kasla draws a card for every other spell you cast that has convoke, and the box ships seventeen of them. It also ships twenty-two creature spells without convoke, and one cheap enchantment from outside the box would hand it to every one of them.
That enchantment is the upgrade. Dazzling Theater costs about 36 cents, and with it on the battlefield 39 of the 58 nonland cards in the upgraded list set off Kasla, against 17 of 59 in the stock deck. The rest of the page is housekeeping around that one card, plus two things the box does without noticing: it taps your creatures a lot, and several of them pay you when it does.

100 cards, 39 lands (24 basic), 30 creatures, average mana value 3.67. Mana sources: 24 white, 22 blue, 22 red.
No Game Changers and no mass land denial, so it sets no bracket floor. How brackets work →
The stock Divine Convocation decklist, and what it is worth →
The ten swaps, in the order I'd buy them
If you're only spending a little, work down this list.
- Dazzling Theater // Prop Room, about $0.36. Cast the Theater half. Every creature spell you cast has convoke from then on.
- The Wandering Rescuer and Zephyr Singer, about $2.29 together. Two creatures that have convoke themselves, so they trigger Kasla on the turns the Theater isn't out.
- Warleader's Call, about $4.08. +1/+1 for your creatures and a point of damage to each opponent every time one enters.
- Cathars' Crusade, about $4.94. A +1/+1 counter on every creature you control whenever a creature enters, which is a lot of counters in a deck that makes this many tokens.
- Mirror Entity and Talisman of Conviction, about $1.39 together. A changeling that turns every token into a large attacker for {X}, and a rock that makes red or white.
- Three shock lands, about $27.39 for the set. Sacred Foundry, Steam Vents and Hallowed Fountain, in place of three lands that always enter tapped. Skip these first if the total matters.
All ten come to about $40.45, with every price the cheapest released printing, which can be a promo. The stock deck's singles are worth about $98. Without the lands the other seven are about $13.
Seventeen triggers become thirty-nine
Read Kasla's last ability closely. It triggers when you cast another spell that has convoke, and it does not ask whether you tapped anything to pay for it. The ruling says so outright. A spell with convoke that you pay for entirely with mana still scries two and draws a card.
The box has seventeen such spells, and six of them are creatures. Twenty-two other creature spells sit in the deck with no convoke at all, and each of them is a Kasla trigger waiting for someone to hand it the keyword. Dazzling Theater does exactly that, for creature spells only. The noncreature convoke spells still carry their own.
The box already has two smaller versions of the same idea. Wand of the Worldsoul gives the next spell you cast this turn convoke, whatever it is, and Flockchaser Phantom does the same when it attacks. Both are cards to keep. Neither is a permanent switch, and the Theater is.
Two other cards in the deck count the same spells. Joyful Stormsculptor deals 1 damage to each opponent whenever you cast a spell with convoke, and Saint Traft and Rem Karolus untaps whenever you do. With the Theater out and both of them on the battlefield, every creature you cast pings the table and untaps Saint Traft.
The other door of the card, Prop Room, is worth a later turn. For {2}{W} you can unlock it on a main phase, and it untaps every creature you control during each other player's untap step. A board you tapped to convoke on your turn is back in time for the flash and instant half of the deck: The Wandering Rescuer, Angel of Salvation, Village Bell-Ringer, Devouring Light, Cut Short and the rest.
Tapping for convoke is also a trigger
Four creatures in the box do something when they become tapped, and convoke is the cheapest way to tap them.
- Saint Traft and Rem Karolus makes a 1/1 Human token the first time that ability resolves in a turn, a 1/1 flying Spirit the second time and a 4/4 flying Angel the third. Tap him for a convoke spell, let the untap trigger resolve, and he is ready to do it again with the next one. Three convoke spells in a turn is a 4/4 flier from a creature that never attacked.
- Fallowsage lets you draw a card each time it becomes tapped.
- Goblin Medics deals 1 damage to any target each time it becomes tapped.
- Mistmeadow Vanisher exiles up to one target nonland, nontoken permanent when it becomes tapped, and it comes back at the next end step. Point it at the one blocker that matters.
Wildfire Awakener belongs on the list too. Its X tokens each deal 1 damage to a target player whenever they become tapped, and they are creatures you can tap for the next convoke spell.
None of the triggers above needs a new card. It's why I treat the tapped-creature count as a resource and not a cost. The adds lean the same way: The Wandering Rescuer gives your other tapped creatures hexproof, so a board that tapped out to cast it is safe from spot removal while it stays tapped, and Zephyr Singer puts a flying counter on each creature that convoked it. Mirror Entity sets base power and toughness, so the counters from Cathars' Crusade stack on top of whatever X you pick.
The ten I'd cut
- Ichor Elixir and Fractured Powerstone. Both are written for the planar deck that ships beside the Commander deck. The Elixir is four mana for two colourless and the Powerstone two mana for one, and the dice text on each does nothing at an ordinary table. In a three colour deck colourless mana is the weaker kind, and Talisman of Conviction makes red or white for the same two mana the Powerstone costs, at a point of damage to you per coloured tap.
- Chant of Vitu-Ghazi and Flight of Equenauts. Both cost eight and both have convoke, so they do trigger Kasla. That is the argument for keeping them and it's a poor one. The Chant prevents damage from creatures for one turn and gains you that much life, and Flight of Equenauts is a 4/5 flier with no other text. Zephyr Singer is a 3/4 flier with vigilance at four mana that triggers Kasla just as well. The deck goes from three eight-mana cards to one.
- Deluxe Dragster. A 4/3 Vehicle with crew 2, and crewing it taps the same creatures you want for convoke. Its hit trigger, casting an instant or sorcery from an opponent's graveyard, is fun and needs an opponent to have one.
- Wrenn's Resolve exiles the top two cards and lets you play them until the end of your next turn. The deck already draws thirteen ways, and a two-for-one that expires after your next turn is the weakest of them.
- Suture Priest. Impact Tremors and Joyful Stormsculptor already ping the table and Warleader's Call is joining them, so a 1/1 for two that drains a point at a time is the smallest of the group.
- Temple of Enlightenment, Temple of Epiphany and Temple of Triumph. All three enter tapped to scry 1, and each has a shock land in exactly the same two colours.
Why the sweeper, the clamp and the tapped tri-land stay
Hour of Reckoning destroys all nontoken creatures, and that includes Kasla and Saint Traft. Cast it with a board of tokens and it's a one-sided wipe, and because it has convoke the Kasla trigger resolves before the sweep does, so you still draw. Cast it with a board of real cards and you've wiped yourself. It stays, and it waits for a board that is mostly tokens.
Skullclamp reads as a poor fit for a go-wide deck, because it only touches one creature at a time. It's right here because the deck makes so many 1/1 tokens. Equip {1}, the token becomes 2/0 and dies, and you draw two cards for a mana. Battle Screech, Migratory Route, Secure the Wastes, Path of the Ghosthunter and Elspeth, Sun's Champion all feed it.
Venerated Loxodon puts a +1/+1 counter on each creature that convoked it. It costs five, so up to five creatures can pay, and they're the tokens you'd have tapped anyway. Joyful Stormsculptor makes two bodies and pings on every convoke cast. Shatter the Source is six damage to a creature, planeswalker or battle at instant speed for a cost convoke can pay down, and it triggers Kasla.
Mystic Monastery is the one tapped land left. It's the only land besides Command Tower that taps for all three colours every time, and Exotic Orchard only does it at the right table.
Four tapped lands become one, and the colours barely move
The box runs 39 lands, 24 of them basic, and four always enter tapped: the three Temples and Mystic Monastery. After the swaps it's one. Conditional lands go from four to seven, because a shock land is untapped for 2 life. Untapped ones stay at 31.
The colour sources barely move, and I'd rather say so than dress it up. The shock lands replace the Temples in the same pairs, so the lands change speed and not colour. The only change in source counts comes from Talisman of Conviction, which takes red from 21 sources to 22 and white from 23 to 24. Blue stays at 22.
A single red pip on turn two goes from 83.1 to 84.8 per cent, white from 86.3 to 87.7, and blue stays at 84.8. Double red is the soft spot, because Stoke the Flames is the only card that wants RR and it goes from 61.1 to 64.3 per cent by turn four. Blue's double pips are on Nadir Kraken, Artistic Refusal and the new Zephyr Singer. Blue has the least slack of the three, so the next card you add should not also want UU early.
What I left out, and the two that cost too much
Anointed Procession doubles the tokens this deck makes, and at about $63 it would cost more than the other ten adds put together on a deck worth about $98. It is not a Game Changer, so price is the only reason it's missing. Smothering Tithe is about $56 and is a Game Changer: it makes a Treasure whenever an opponent draws and doesn't pay {2}, and one copy sets a Bracket 3 floor on top of the price. Both belong on the shopping list if this becomes the deck you play every week.
What the deck looks like afterwards
It's the same 39 lands, with eight-mana cards down from three to one and the role counter's ramp count going from nine to eight. That drop is on purpose. Convoke is this deck's ramp, and the Theater extends it to every creature you cast.
The bracket floor doesn't move. The stock deck runs no Game Changers and none of the ten adds is one.
The upgraded decklist
The stock deck with the ten swaps applied. Hover any card 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
- Kasla, the Broken Halo
Creatures 29
- Angel of Finality
- Angel of Salvation
- Banisher Priest
- Chasm Skulker
- Cloud of Faeries
- Duergar Hedge-Mage
- Emeria Angel
- Fallowsage
- Flockchaser Phantom
- Goblin Instigator
- Goblin Medics
- Joyful Stormsculptor
- Keeper of the Accord
- Kykar, Wind's Fury
- Mentor of the Meek
- Mirror Entity
- Mistmeadow Vanisher
- Nadir Kraken
- Nesting Dovehawk
- Saint Traft and Rem Karolus
- Seraph of the Masses
- Spirited Companion
- Tetsuko Umezawa, Fugitive
- The Locust God
- The Wandering Rescuer
- Venerated Loxodon
- Village Bell-Ringer
- Wildfire Awakener
- Zephyr Singer
Planeswalkers 1
- Elspeth, Sun's Champion
Instants 10
- Artistic Refusal
- Cut Short
- Devouring Light
- Ephemeral Shields
- Meeting of Minds
- Secure the Wastes
- Shatter the Source
- Stoke the Flames
- Swords to Plowshares
- Wear // Tear
Sorceries 6
- Austere Command
- Battle Screech
- Hour of Reckoning
- Migratory Route
- Path of the Ghosthunter
- Temporal Cleansing
Artifacts 7
- Arcane Signet
- Commander's Sphere
- Cultivator's Caravan
- Skullclamp
- Sol Ring
- Talisman of Conviction
- Wand of the Worldsoul
Enchantments 7
- Cathars' Crusade
- Conclave Tribunal
- Dazzling Theater // Prop Room
- Impact Tremors
- Improbable Alliance
- Warleader's Call
- Whirlwind of Thought
Lands 39
- Command Tower
- Evolving Wilds
- Exotic Orchard
- Frostboil Snarl
- Furycalm Snarl
- Hallowed Fountain
- 8× Island
- Kher Keep
- 8× Mountain
- Mystic Monastery
- 8× Plains
- Port Town
- Prairie Stream
- Rogue's Passage
- Sacred Foundry
- Skycloud Expanse
- Steam Vents
- Terramorphic Expanse
FAQ
Does Kasla's trigger need me to tap creatures?
No. The trigger fires when you cast another spell that has convoke, whether or not you tapped anything to pay for it, so a convoke spell paid for entirely with mana still scries 2 and draws a card. Kasla also has convoke herself, but she doesn't trigger her own ability because it says another spell.
Do I cast Dazzling Theater or Prop Room first?
Theater, the {3}{W} half, because it is the one that gives your creature spells convoke. Prop Room, which untaps your creatures during each other player's untap step, can be unlocked later for {2}{W} on a main phase with an empty stack. Casting Prop Room first gets you the untap and none of the extra Kasla triggers.
Can a creature that just entered pay for convoke?
Yes. You can tap any untapped creature you control to convoke a spell, even one that has been on the battlefield for less than a turn, which is why fresh tokens are the best fuel in this deck. Tapping an attacking creature this way doesn't remove it from combat either.
Is it safe to cast Hour of Reckoning with Kasla in play?
Only when your board is mostly tokens. It destroys every nontoken creature, so Kasla, Saint Traft and anything else you cast from a card go with the rest. Because it has convoke, Kasla's trigger resolves before the sweeper does, so you draw first.
Why aren't Anointed Procession and Smothering Tithe in the ten?
Price for the first and Game Changer status for the second. Anointed Procession is about $63 and would cost more than the other ten adds together. Smothering Tithe is about $56 and is a Game Changer, so a single copy would set a Bracket 3 floor. Neither is on the list, and both are the next purchases if you play the deck weekly.
What do the ten swaps cost, and which can I skip?
About $40.45 at the cheapest released printings, against stock singles worth about $98. The three shock lands are $27.39 of that, so leaving them out brings the other seven to about $13. The shocks are the part most likely to get cheaper: all three are reprinted in Star Trek on 13 November 2026.
What bracket is Divine Convocation?
Its floor is Bracket 1. The stock deck runs no Game Changers and none of the ten adds is one, so the upgraded list has the same floor.