Sai, Master ThopteristSai, Master Thopterist | Art by Bryan Sola

Keen Engineering is a new beginner Commander preconstructed deck associated with Foundations and released Oct. 2, 2026. What's in the deck, who are the commanders, and is it a good buy?

Let's find out.


Keen Engineering Precon Review

1. Package Contents

The Keen Engineering Commander deck contains the following:

  • 1 Ready-to-play 100-card Commander deck
  • 1 Traditional foil face commander with borderless art
  • 99 Non-foil cards
  • 10 Non-foil double-sided tokens
  • 1 Reference card
  • 1 Deck box

2. Commander

Sai, Master ThopteristSai, Master Thopterist

Sai, Master Thopterist|FDC|5

With Sai, every artifact we cast nets us a Thopter token. Furthermore, we can spend two mana (including a blue) to sacrifice two artifacts to draw a card. All on a 1/4 body. Sai is not the commander of choice if you want to win through commander damage, but he teaches us a lot about accruing value, which is a main goal of every Commander game. New players balk at having to sacrifice artifacts to draw a card, but there are a few cards in the 99 that tell us it's actually not as bad as it seems.

Besides, we're going to be casting a lot of artifacts, meaning we're getting a lot of Thopters as a result. Then, they can be used to fuel Sai's activated ability, or to attack. They may be measly 1/1s, but we have ways to make them more lethal in the deck.

3. Deck List



Commander (1)

Sorceries (2)

Creatures (29)

Artifacts (19)

Enchantments (3)

Instants (6)

Lands (40)

Sai, Master Thopterist

4. Exciting Reprints

The Best Reprints

Propaganda|FDC|72
All Is Dust|FDC|9
Vedalken Archmage|FDC|82

PropagandaPropaganda: I'm honestly surprised to see this here. Not just because of its price tag, but it's a great way to deter attackers, especially against decks that go wide. The other decks can mount pressure very quickly, and this helps even that playing field.

All Is DustAll Is Dust: If you ask me, this is the premier board wipe of the deck. A large portion of our deck is colorless (by virtue of them being artifacts), including the Thopter tokens Sai makes. Yes, this will get rid of colored artifacts, but that price is small compared to what everyone else will be losing.

Vedalken ArchmageVedalken Archmage: In a deck full of artifacts, this is going to draw quite a few cards, keeping our hand stocked up. Note, however, that this is a cast trigger. You won't get to draw cards off of tokens entering (or any artifact that's not being cast, but put onto the battlefield). That being said, it's great at what it does here.

Skysovereign, Consul FlagshipSkysovereign, Consul Flagship: Its inclusion here teaches how vehicles work. With the Thopters our commander makes, we can crew this easily (by tapping them, so turning them sideways), giving us a big creature that can attack and remove a potential blocker through its attack trigger. Just note that you do have to crew it each turn if you want to attack with it.

Forsaken MonumentForsaken Monument: Don't sleep on this card. Our colorless sources now ramp us by an additional one, and each colorless source we cast with this out helps buoy our life total. That +2/+2 is not a small buff, and those tiny 1/1 Thopters suddenly become 3/3s, which can spell trouble for our opponents in large numbers.

5. How To Play the Precon

The objective of this precon is to drop artifacts, getting Thopters along the way. We'll want to get Sai out early so we can start doing that.

Accrue value along the way and, in doing so, find ways to buff those Thopter tokens into lethal threats, then swing in. A major weakness, though is that artifacts are almost as easy to remove as creatures are. Artifact creatures stand among the easiest to destroy, but blue is home to the ever-tilting [[Counterspell]] and its kinfolk.

Most of the decks in the Foundations Commander line up push for kindred strategies. Sai is more an Artifacts deck than a Thopter deck, but it's those Thopters that are the lynchpin to our plans.

  • Thopter Spy NetworkThopter Spy Network: As long as we have an artifact out, we get a Thopter during each of our upkeeps. In addition, we draw cards when artifacts deal damage to players (up to three, at least one for each opponent). It's easy to get the upkeep trigger, especially when Sai is out.
  • Graaz, Unstoppable JuggernautGraaz, Unstoppable Juggernaut: Yes, this costs a hefty eight mana, but it's actually the best way in the precon to buff all of those Thopter tokens. A horde of 5/3 fliers is nothing to sneeze at, and can end games outright. Graaz itself is no slouch either, as it's effectively a +2/+2 difference, and makes for a good attacker.
  • Ichor WellspringIchor Wellspring: Again, newer players tend to not appreciate having to sacrifice their own stuff (something we'll return to in a future precon, stay tuned), but the Wellspring is one of those cards you have to sacrifice to get the full value. It's useless outside of that (and its entering trigger).
Thopter Spy Network|FDC|79
Graaz, Unstoppable Juggernaut|FDC|260
Ichor Wellspring|FDC|265

6. Combos and Synergy

As these are starter precons, we shouldn't expect any combos. That said, artifact decks tend to rank among the most synergistic in the game, and this precon does touch on that considerably.

  • Myr RetrieverMyr Retriever: When this dies, we get to bring an artifact card from our graveyard to hand. Sacrifice this to our commander's ability to not only draw a card, but get the Retriever's effect to get something back. Note that, while we can get back the other artifact, we can't recur the Retriever itself.
  • Shimmer DragonShimmer Dragon: This creature has an identical ability to Sai, Master ThopteristSai, Master Thopterist. The only difference is that we tap those artifacts instead of sacrificing them. Here's the thing: why not both? For two mana, we tap and sacrifice two artifacts to draw two cards. Value!
  • Kappa CannoneerKappa Cannoneer: While yes, this counts among our finishers, there are some nifty tricks here. One, we could tap the artifacts we plan to sacrifice to Sai's ability to pay for the Cannoneer, then sacrifice them to draw a card (or cards, if you got the mana and artifacts). Also, each time we cast an artifact spell with Sai out, we get a Thopter, triggering the Cannoneer not once, but twice. A second dose of being unblockable is redundant, but those +1/+1 counters won't be.
Myr Retriever|FDC|274
Shimmer Dragon|FDC|75
Kappa Cannoneer|FDC|64

 

7. Lands and Mana Rocks

Of course, I'd be remiss if I didn't cover the lands and mana rocks (artifacts that ramp) here, especially in a color that utilizes them in significant ways.

  • Misleading SignpostMisleading Signpost: While this taps for blue, it's best to save it for when an opponents send a major threat our way. Then we can cast this, and tell them to go bother someone else. If Sai's out, we get a Thopter for our trouble, too.
  • Cultivator's CaravanCultivator's Caravan: The Vehicle is actually a neat, flexible tool: we can either use it to ramp early on, or we can crew it, and turn it sideways for some damage. Even better if it were to get vigilance somehow (spoilers: we don't in this precon).
  • Buried RuinBuried Ruin: This is one of those lands that's best to save for when you need it. Early on, it can make for a land drop to ramp us, and it can be cashed in later to get an artifact back to our hand from the graveyard. Maybe it's a beater. Maybe it's that Myr Retriever I mentioned above. Who knows?
Misleading Signpost|FDC|69
Cultivator's Caravan|FDC|251
Buried Ruin|FDC|298


Owning Keen Engineering

1. Upgrading Keen Engineering

As always, precons have room to make some upgrades. Granted, we have to cut a few cards. These would be my first five cuts:

  • Spire GolemSpire Golem: While we can easily cast this for free, it honestly don't do anything, especially when we have at least three other opponents to compete with.
  • Fall from FavorFall from Favor: The monarch mechanic is very fun, but this card doesn't really amount to anything. Besides, we're in blue. Card draw is in our blood.
  • Memory GuardianMemory Guardian: See Spire Golem above, but a tad better, though.
  • Mazemind TomeMazemind Tome: This is weak for card draw and, while we could sacrifice it to our commander instead of losing it forever in exile, there are better options to consider.
  • Cultivator's CaravanCultivator's Caravan: We have better ramp options, and this is easily replaced with a more powerful effect.

The following would be my budget picks to upgrade the deck, all of them up to $5 at time of writing:

  • Stridehangar AutomatonStridehangar Automaton: I'm still in shock that this did not get reprinted in the precon, where the game plan centers on Thopters. It's also one of the only cards in the game that boosts Thopters directly, and it makes an extra when we do (or any artifact token for that matter). For an extra buff, I'd consider Favorable WindsFavorable Winds, which affects all flyers, including our Thopters.
  • Efficient ConstructionEfficient Construction: For a little redundancy with our commander, look no further. With both out, you'll have an army in no time.
  • Sharding SphinxSharding Sphinx: As if the above pair wasn't fast enough, this Sphinx ensures that every time we hit an opponent with an artifact creature, our board explodes with Thopters. Specifically blue ones, in this case.
  • Bident of ThassaBident of Thassa: We're about poking opponents with pesky little flyers. This card (and there's other versions of this effect out there) will refill our hand in no time, giving you more stuff to do.
  • Idol of OblivionIdol of Oblivion: A very good card for any deck that's going to make lots of tokens, like this one. It's also cheap to cast, too. We're rarely going to cash this in for the 10/10. The card draw is much more important.
  • (Honorable Mention) Retrofitter FoundryRetrofitter Foundry: Again, surprised this wasn't in the precon, as we can easily tap and sacrifice one of our many Thopters for a 4/4, and it can untap itself, too.
Stridehangar Automaton
Sharding Sphinx
Idol of Oblivion

These next five are for those who got more cash to burn. The good news is that most of the cards to really improve the deck aren't pricy, but picking these up certainly wouldn't hurt.

  • SkullclampSkullclamp: While technically under $5 at the moment, this has been known to climb past that mark time and again. For a measly one mana, a mere 1/1 becomes two cards. A second becomes four and so on. An immensely powerful card.
  • Simulacrum SynthesizerSimulacrum Synthesizer: Perhaps the most expensive card on this list we can pick up to improve the precon, the scry 2 (look at the top two cards of our library, then put them back on top or bottom) isn't the main draw. A lot of our artifacts cost three or more mana to cast, meaning we get a token that's going to be humongous with little effort. Multiples of these tokens can be outright scary.
  • Ashnod's AltarAshnod's Altar and Krark-Clan IronworksKrark-Clan Ironworks: Both of these allow us to sacrifice our creatures (or artifacts, in the case of the Ironworks) for mana. And that mana can be used to cast more expensive stuff. The best part? We can use the Thopters as sacrifice fodder to cast our bigger threats.
  • Liberator, Urza's BattlethopterLiberator, Urza's Battlethopter: This legendary Thopter can allow us to cast our artifact stuff at instant speed, but it can also make itself bigger if the mana value of the cast artifact is greater than Liberator's power.
  • Worldwalker HelmWorldwalker Helm: Each token we make, we also get a Map, which we can sacrifice to either get a land to our hand, or buff a creature that needs it. Note that we can also sacrifice the Maps to Sai for his effect.
Skullclamp
Simulacrum Synthesizer
Krark-Clan Ironworks

Perhaps you want to take this precon to Bracket 3 instead? Here's my take:

The Game Changers are mostly staples you'd typically find in blue decks, like Cyclonic RiftCyclonic Rift or Rhystic StudyRhystic Study. There are also some immensely powerful cards we can use here, like Urza, Lord High ArtificerUrza, Lord High Artificer, which can make all of our artifacts tap for mana in a way that bypasses summoning sickness (like crew and improvise can). There are plenty of artifact tutors like FabricateFabricate that let us find our key pieces.

Also, Artifact decks are notorious for their myriad combos, so the world's your oyster here. I would check out the Commander Spellbook to get some idea.

Cyclonic Rift
Urza, Lord High Artificer
Fabricate

2. Overall Rating

If you're a new player who loves tinkering with artifacts and wants to play the long game, this deck is for you. However, I can't exactly recommend this to more experienced players. They're more likely to come up with something that's much more effective with a single rough draft. The lone exception is if they're looking for a template for their own Sai, Master ThopteristSai, Master Thopterist build. That said, the precon does hold some pretty good value inside.

I'd give this a B for new players, and a C for experienced players.