There are times when aMagic: The Gatheringpreconstructed deck already has about everything you could want. Sometimes it is because of a powerful commander or the deck is loaded with essential cards for a specific theme. Even the most powerful Commander preconstructed deck will have room for a few tweaks and updates to help make it more fun to play.

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Image of the True Convicition card in Magic: The Gathering, with art by Svetlin Velinov

Not every card you add to a deck needs to break the bank, either. You can upgrade any preconstructed Commander deck on a budget. The upgrades we picked for the Cavalry Charge commander deck are limited to keep the price of each card under or at $5 (based on TCGPlayer’s Market Price) to keep the deck as budget-friendly as possible. Prices will fluctuate over time but should remain relatively inexpensive.

10True Conviction

An immensely powerful win-more card, True Conviction can turn even a few creatures into a threat that needs to be answered before it spirals out of control. True Conviction has only one line of text, giving all creatures you double strike and lifelink for as long as it’s in play.

As an enchantment, True Conviction will undoubtedly draw a lot of removal spells, so make sure you play it into a board when you’re able to either immediately win or have some type of countermagic to back it up.

Image of the Knight Errant of Eos card in Magic: The Gathering, with art by Kevin Sidharta

9Knight-Errant Of Eos

With any type of themed preconstructed deck, you will want to replace some of the weaker cards with stronger ones, and Knight-Errant of Eos helps you find some of your better cards in your deck. Once it comes into play, you can dig through the top six cards of your library and get up to two creatures from them.

Keep in mind that with Knight-Errant of Eos, you can only grab cards with a mana value equal to or less than the number of creatures that convoked it. This limits the number of cards you can grab to being mana value of five or less, but since most of your creatures will be low-cost Knights, it shouldn’t be too much of a problem.

Image of the Sister Of Silence card in Magic: The Gathering, with art by Games Workshop

8Sister Of Silence

Since you’re in a creature-based deck with access to blue, you’ll want a healthy selection of counterspells to help protect your creatures and spells. Sisters of Silence gives you the best of both worlds, countering a wide range of spells and abilities while adding a Knight to the board.

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Image of the Thistledown Liege card in Magic: The Gathering, with art by Adam Rex

As Sisters of Silence comes into play, you’re able to counter an instant or sorcery spell or an activated or triggered ability. It can be easy to forget that you have a limited range of spells that you can counter, but when played carefully, you can surprise your opponent’s well-timed plans with one of your own.

7Thistledown Liege

There have been plenty of Knight lords printed over the years, identified by the ability to grant other creatures of a certain type +1/+1 and possibly another ability. This is very common in Magic, and with enough included in a deck, there are plenty of ways to boost your team.

Thistledown Liege’s boons aren’t specific to Knight creatures, but instead, grant all white creatures +1/+1 and then all blue creatures +1/+1. If a creature is both white and blue, or even more, it will receive +2/+2, which is a nice little bonus for just sitting in play.

Image of the Etchings of the Chosen card in Magic: The Gathering, with art by Chuck Lukacs

6Etchings Of The Chosen

A common sight in themed decks that can run it is Etchings of the Chosen, though just because it’s a popular card doesn’t mean you shouldn’t run it. As an anthem card, Etchings of the Chosen grants all creatures of your choice a permanent boost of +1/+1.

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Image of the History of Benalia card in Magic: The Gathering, with art by Noah Bradley

What makes Etchings of the Chosen better than other anthem-like effects is that you can also use it defensively to protect a creature of your choice. For just one generic mana, you can give a target creature you control indestructible for a turn, helping a creature like your commander dodge a removal spell for one turn.

5History Of Benalia

This saga enchantment comes down quickly, as early as turn three, and does wonders to help establish a board state. For the first two chapters of the Saga, you create a 2/2 Knight token with vigilance.

Once the last chapter hits, History of Benalia gives your creatures +2/+1 for a turn, giving them a solid bump in power. Since Knights often have vigilance, including the two tokens you’ve made, you have a good opportunity to deal significant damage after the third chapter fires off and keep your creatures untapped to block any incoming attacks.

Image of the MTG Guardian of Faith card in Magic: The Gathering, with art by Brian Valeza

4Guardian Of Faith

There are few better ways to protect your creatures than with Guardian of Faith. This Knight has flash and vigilance, but the flash is the important part. When it enters the battlefield, Guardian of Faith phases out any number of other creatures you control until your next turn.

Phasing is a strange mechanic brought back relatively recently that treats cards as if they don’t exist while phased out. Your opponents cannot target them, affect them, or do anything at all while they’re phased out. Guardian of Faith can be a budget or even a secondary Teferi’s Protection to keep your creatures safe.

Image of the Swiftfoot Boots card in Magic: The Gathering, with art by Manuel Castañón

3Swiftfoot Boots

Just about every Commander deck needs to be playing some form of protection for your commander and other powerful creatures; Swiftfoot Boots gives you that and more. This cheap piece of equipment costs only one mana to equip and gives the equipped creature hexproof and haste.

Keeping your commander safe and well-protected is important, particularly if you are running the alternate commander of Elendra and Azor. You’ll want to keep Elendra and Azor alive long enough to get an attack or two in to draw as many cards as you can.

Image of the Arcane Denial card in Magic: The Gathering, with art by Xi Zhang

2Arcane Denial

Despite running blue, the Calvary Charge preconstructed deck runs surprisingly little countermagic. Even the most aggressive decks will want torun a few counterspellsif they can, and Arcane Denial is the perfect spell that won’t upset your opponents too much.

Arcane Denial counters any spell but gives your opponent two cards at the start of the next turn’s upkeep, and you draw a card. As a bit of secret tech in a pinch, you can even counter your own spell to draw three cards at the next upkeep.

Image of the The Circle of Loyalty card in Magic: The Gathering, with art by Bastien L Deharme

1The Circle Of Loyalty

The ultimate Knight utility artifact, The Circle of Loyalty helps you play more Knights, boosts them when they come into play, and provides a way to flood the board with even more Knights. While The Circle of Loyalty initially costs six mana, you’ll likely only be costing it for three or even just two mana since it costs one less mana for each Knight you control.

Then, The Circle of Loyalty gives all creatures you control +1/+1 as a static ability, but more importantly, it gives you a way to pump out Knight tokens every turn. For every legendary spell you cast, you get a 2/2 Knight token, and then for four mana, you can keep making more Knight tokens.

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