Temur Roar arrives as a traditional Temur Dragon deck led by Ureni of the Unwritten, but one of the most interesting cards in the box asks you to take the precon in a very different direction. Eshki, Temur’s Roar does not care whether your creatures have flying, whether they are Dragons or even whether they successfully reach the battlefield. She cares about one thing above everything else: how much power is printed on the creature spells you cast.
Eshki costs only and begins as a 2/2. Whenever you cast a creature spell, she gets a +1/+1 counter. If that spell has power 4 or greater, you also draw a card, and if its power is 6 or greater, Eshki deals damage equal to her own power to each opponent. Because these abilities trigger when the creature spell is cast, even a creature that gets countered can still grow Eshki, draw a card and potentially burn the entire table.
The best Temur Roar upgrade therefore focuses on lowering the cost of your high-power creatures, repeatedly crossing Eshki’s 4- and 6-power thresholds and turning every creature spell into both card advantage and direct damage.
The Stock Deck Has Power, but It Is Built for Ureni
The original Temur Roar list is full of creatures with enough power to trigger Eshki. Dragonlord Atarka, Atarka, World Render, Steel Hellkite, Stormbreath Dragon, Scourge of the Throne and Glorybringer all comfortably cross her first draw threshold, while several reach the 6-power line as well. The problem is not their size. It is how much mana the stock deck asks you to spend to cast them.
That makes perfect sense for Ureni of the Unwritten. Ureni is a seven-mana Dragon commander designed to support a battlecruiser strategy packed with other Dragons. Eshki asks for almost the opposite approach. Once she is on the battlefield, you would rather cast two or three oversized creatures in a turn than spend all of your mana on a single expensive Dragon.
Fortunately, the precon already contains several cards worth keeping through that transition. Temur Ascendancy rewards creatures with power 4 or greater with more card draw while giving your creatures haste, and Elemental Bond offers another inexpensive draw engine. Farseek, Kodama’s Reach, Arcane Signet, Fellwar Stone, Talisman of Creativity and Talisman of Impulse also provide a reasonable mana foundation.
The refresh therefore should not simply remove every Dragon. Some are still powerful enough to justify their cost, especially when they provide immediate impact. What needs to change is the average efficiency of the creature suite. Eshki wants power to become cheaper.
Best Temur Roar Upgrades
Goreclaw, Terror of Qal Sisma is one of the cleanest upgrades available. Goreclaw already has 4 power, so casting her grows Eshki and draws a card. More importantly, creature spells you cast with power 4 or greater cost less, turning the rest of the deck into a much more efficient chain of oversized threats. Her attack trigger also gives your large creatures +1/+1 and trample, helping the creature half of the strategy finish games when Eshki’s direct damage is not enough.
Temur Battlecrier belongs in the same conversation. It rewards exactly the high-power board Eshki is trying to build and helps reduce the effective cost of future creatures. Current Eshki decks have heavily gravitated toward both Battlecrier and Goreclaw because cost reduction is one of the easiest ways to turn her from a value commander into an engine capable of casting multiple meaningful creatures in one turn.
Ghalta, Primal Hunger demonstrates what an ideal Eshki creature looks like. It has 12 power and a mana value of twelve, but its cost is reduced by the total power of creatures you control. Once Eshki and another threat are established, Ghalta can become dramatically cheaper while still being a 12-power creature spell. Casting it gives Eshki another +1/+1 counter, draws a card and triggers her table-wide damage before Ghalta even resolves.
Arixmethes, Slumbering Isle is similarly deceptive. It costs only but is a 12/12 creature card, meaning the spell easily clears Eshki’s highest threshold. It enters with slumber counters and initially functions as a land rather than an immediate attacker, but Eshki only cares about the power of the spell you cast. Four mana for a 12-power trigger plus a permanent that can produce while waking up over future turns is an excellent exchange.
Uro, Titan of Nature’s Wrath pushes that efficiency even further. Uro costs only and has 6 power, exactly enough to activate both of Eshki’s additional rewards. Unless it escaped, Uro will sacrifice itself when it enters, but that drawback barely matters to Eshki. You already grew your commander, drew a card and triggered her damage, then Uro replaces itself with another card, life and potentially a land before heading to the graveyard for later escape.
A clean first wave of upgrades should therefore prioritize cards that make six or more power cost far less mana than six-power creatures normally should.
What Should You Cut?
Switching from Ureni of the Unwritten to Eshki changes the standards for every expensive card in the deck. Ureni itself is the first obvious cut from the 99. Seven mana is simply too much for a creature whose main purpose is supporting the Dragon strategy we are moving away from, and casting one enormous creature per turn is not how Eshki generates her strongest sequences.
Deceptive Frostkite is another easy cut. It costs too much relative to the amount of power it contributes and does not provide enough immediate impact to justify occupying a creature slot in a deck now measuring almost everything by power-to-mana efficiency. Harbinger of the Hunt has useful creature-control text, but five mana for its body is similarly awkward once the deck starts trying to chain several spells together.
Rapacious Dragon at least refunds some mana through Treasure, but its 3 power misses Eshki’s draw threshold entirely. That is a significant strike against a creature in this version of the deck. Utility creatures can still earn slots below 4 power, but they need to do substantially more than simply support the Dragon theme.
I would also remove Temple of the False God. Eshki costs exactly , which means the first three turns place unusually high pressure on your mana base. A land that cannot produce mana until you already control four others is the opposite of what a three-color commander trying to arrive on turn three wants.
A clean first round of changes would therefore be:
Out: Ureni of the Unwritten, Deceptive Frostkite, Harbinger of the Hunt, Rapacious Dragon, Temple of the False God
In: Goreclaw, Terror of Qal Sisma, Temur Battlecrier, Ghalta, Primal Hunger, Arixmethes, Slumbering Isle, Uro, Titan of Nature’s Wrath
Those changes begin lowering the real cost of the creature suite without sacrificing the enormous power values Eshki needs.
Eshki Cares About the Creature Spell Before It Resolves
One of the strongest things about Eshki, Temur’s Roar is that her ability begins with “whenever you cast a creature spell.” She does not wait for the creature to enter the battlefield before deciding whether you receive the additional rewards. That makes cards with awkward enters-the-battlefield drawbacks much more attractive than they would be in a normal stompy deck.
Uro, Titan of Nature’s Wrath is the cleanest example. Casting Uro is enough to trigger Eshki based on its 6 power even though a normally cast Uro will sacrifice itself shortly afterward. The same principle makes creatures with vanishing, sacrifice clauses or other serious drawbacks worth examining when their power is dramatically above rate.
This also makes countermagic less effective against the core engine than it initially appears. An opponent can counter your 6-power creature spell and prevent that creature from reaching the battlefield, but Eshki’s triggered ability is already on the stack. Unless the opponent also answers Eshki or her trigger, she still receives the counter, you still draw the card and the 6-power condition can still cause her to damage every opponent.
That does not mean you should deliberately fill the deck with bad creatures simply because their printed power is high. The best cards remain those that are efficient both before and after they resolve. But it gives Eshki permission to exploit creatures that other commanders would consider too risky.
Six Power Is Where the Deck Becomes Dangerous
Four power is valuable because it turns every qualifying creature spell into a replacement card. Once the deck is functioning properly, however, 6 power is the number that changes Eshki from a card-advantage engine into a win condition.
Every creature spell grows Eshki first. If that spell has 6 or more power, Eshki then deals damage equal to her own power to each opponent. That distinction matters enormously. You are not dealing six damage simply because you cast a 6-power creature. The damage grows as Eshki accumulates more +1/+1 counters over the course of the game.
Suppose Eshki has already grown to 6 power when you cast Ghalta, Primal Hunger. Casting Ghalta puts another +1/+1 counter on Eshki, making her a 7-power creature before the rest of the trigger finishes resolving. The qualifying spell then causes her to deal damage based on that larger current power to every opponent.
Cast another 6-power creature afterward and the process repeats from an even higher baseline. This is why cost reduction matters so much. Goreclaw, Terror of Qal Sisma is not merely saving mana; she is increasing the number of Eshki burn triggers you can fit into the same turn.
Once Eshki reaches meaningful size, chaining two or three 6-power creatures can end a Commander game without any of those creatures ever attacking.
Cheap Power Is Better Than Expensive Dragons
The original Temur Roar deck is designed to make seven- and eight-mana Dragons exciting. Eshki asks a different question: how little can we pay for 6 power?
Ghalta, Primal Hunger can become extremely cheap when your board already contains large creatures. Uro, Titan of Nature’s Wrath gives you 6 printed power for three mana. Arixmethes, Slumbering Isle provides 12 power for four mana while becoming a useful mana source after it resolves. These cards are powerful because the normal relationship between mana cost and power has been distorted in your favor.
That is also why the stock deck’s Dragons should be evaluated individually rather than protected simply because they belong to the original theme. Dragonlord Atarka costs seven mana, but her enters-the-battlefield damage can completely reshape a board, so she may still justify the expense. Atarka, World Render can turn a battlefield containing several Dragons into lethal combat damage, although she becomes less important as the creature suite moves away from Dragon tribal.
Cards such as Stormbreath Dragon and Glorybringer occupy a more interesting middle ground. Five mana is considerably more than an optimized Eshki creature needs to cost, but haste and useful combat abilities mean they are not embarrassing draws while you gradually rebuild the precon.
The first upgrade pass should therefore remove the least efficient creatures rather than erasing the entire original deck. As more cheap high-power threats enter over time, the weaker Dragons can gradually leave with them.
Cost Reduction Is the Real Ramp Engine
Traditional ramp remains useful because Eshki has three different colored mana symbols in her cost and the deck still contains several expensive creatures. But once she is on the battlefield, reducing creature costs often does more for the game plan than simply adding another mana rock.
Goreclaw, Terror of Qal Sisma reduces creature spells with power 4 or greater by . Almost every creature we actively want to cast qualifies, so one Goreclaw can effectively generate several mana in a single turn. Temur Battlecrier supports the same broad philosophy, allowing the creature-heavy shell to turn its existing battlefield into more efficient future development.
The stock deck already includes Dragonlord’s Servant, but that reduction only applies to Dragons. As the list becomes more focused around Eshki rather than Ureni, tribal-specific reducers naturally become weaker while power-based cost reduction becomes stronger.
This is also why I would be careful with adding too many conventional three-mana ramp spells. Farseek is excellent because it costs two. Kodama’s Reach is still solid because it fixes multiple colors and guarantees another land. But after the first few turns, a card that reduces every large creature by two mana can generate far more effective mana than a spell that finds one additional land.
The ideal engine uses both approaches. Early land ramp fixes Temur colors and casts Eshki on schedule; creature cost reduction then lets you turn that mana base into a chain of high-power spells.
Eshki Needs Protection More Than Additional Burn
Once opponents understand how the deck works, Eshki, Temur’s Roar becomes the obvious target. The creatures you are casting may be large, but the commander’s triggered damage is what turns those creatures into a threat to all three opponents simultaneously.
That means there is little reason to overload the deck with additional burn spells. Protecting Eshki often represents far more potential damage than adding another standalone damage effect. Swiftfoot Boots is a natural inclusion if you want repeatable protection, while instant-speed interaction such as Heroic Intervention or Tamiyo’s Safekeeping can preserve the engine through removal.
The stock deck already gives you blue interaction in Rapid Hybridization and Reality Shift, along with broader answers such as Beast Within and Chaos Warp. Those cards are worth keeping because Eshki does not require every noncreature slot to advance the power theme directly. A small, efficient interaction package prevents one problematic permanent from shutting down everything the creature engine is trying to accomplish.
Protection becomes especially important after Eshki has accumulated several counters. Recasting a three-mana commander is relatively painless the first time, but losing a 7/7 or 8/8 Eshki also resets the amount of damage each future 6-power creature would have dealt. Keeping those counters alive is effectively preserving a burn engine.
The Mana Base Needs Eshki on Turn Three
Temur Roar has a respectable three-color mana base already. Command Tower, Exotic Orchard, Karplusan Forest, Shivan Reef, Yavimaya Coast, Flooded Grove, Rockfall Vale, Rootbound Crag, Hinterland Harbor and Sulfur Falls provide a solid starting point, while Farseek and the two Talismans help correct awkward draws. The official precon list confirms that much of the basic fixing infrastructure is already present.
The problem is the slower portion of the land package. Temple of Abandon, Temple of Mystery, Frontier Bivouac, Evolving Wilds and Path of Ancestry can all cost tempo, while Temple of the False God is particularly poor when your commander wants three different colors on turn three.
I would not replace every tapped land immediately. Temur Roar remains a precon upgrade project, and several slower lands provide perfectly acceptable budget fixing. Start with Temple of the False God and the lands whose utility matters least, then improve the mana base gradually toward untapped green, blue and red sources.
Our Mana Base Upgrade Guide is useful here because Eshki does not need a premium land package nearly as much as she needs consistency. Getting on turn three and untapping with several mana available on turn four is the sequence that allows the entire deck to begin functioning.
How the Upgraded Temur Roar Deck Wins
The strongest opening develops mana while preparing to land Eshki, Temur’s Roar as early as possible. Sol Ring, Arcane Signet, Farseek, Talisman of Creativity and Talisman of Impulse all help establish the mana needed to begin casting several creature spells rather than one oversized threat per turn.
Once Eshki is on the battlefield, the first goal is simply to start crossing 4 power. Casting Goreclaw, Terror of Qal Sisma grows Eshki, draws a card and makes future creatures cheaper. Temur Ascendancy or Elemental Bond can then add another layer of card advantage when those large creatures resolve.
The deck becomes genuinely dangerous once the 6-power spells begin. Uro, Titan of Nature’s Wrath, Arixmethes, Slumbering Isle and Ghalta, Primal Hunger all trigger Eshki’s direct damage while costing far less than their power would normally imply. Every creature cast also adds another +1/+1 counter to Eshki, so the damage from each subsequent 6-power creature becomes progressively larger.
Meanwhile, the creatures themselves still matter. Goreclaw grants trample during attacks, Temur Ascendancy gives them haste and the surviving Dragons from the stock deck provide substantial aerial pressure. Opponents therefore face an awkward choice: spend removal stopping the large creatures entering play or focus everything on Eshki while those creatures continue building a lethal battlefield.
That gives the upgraded deck two overlapping win conditions. The creature army can overwhelm opponents through conventional combat, but repeated Eshki triggers can simply burn the entire table out before combat becomes necessary. The same cheap high-power cards advance both plans.
PreconForge Verdict
Temur Roar undergoes a larger transformation than most precons when Eshki, Temur’s Roar takes over from Ureni of the Unwritten. The original list is a Dragon battlecruiser deck packed with powerful creatures, but many of those creatures cost five, six or seven mana because Ureni is designed to reward exactly that style of Magic.
Eshki wants the power without paying the traditional price.
Goreclaw, Terror of Qal Sisma and Temur Battlecrier make future threats cheaper. Ghalta, Primal Hunger turns your existing battlefield into a massive cost reduction, Arixmethes, Slumbering Isle offers 12 printed power for four mana and Uro, Titan of Nature’s Wrath crosses the critical 6-power threshold for only three. These choices closely match the cards Eshki players have gravitated toward, with Goreclaw, Battlecrier, Ghalta, Arixmethes and Uro all showing particularly strong synergy in current deck data.
Most importantly, do not mistake Eshki for another Temur commander that simply wants the biggest creatures available.
She wants the cheapest creatures that happen to be enormous.
Once 6 power starts costing three or four mana instead of six or seven, every creature spell grows Eshki, replaces itself and threatens the entire table at once. That is where Temur Roar stops behaving like a slower Dragon precon and turns into the explosive power-matters engine hidden inside the original deck.

