Precon Upgrade Guide

Animated Army Upgrade Guide

What to cut, what to add, and how to play the Gruul animated-permanents precon from Bloomburrow Commander, commanded by Bello, Bard of the Brambles.

Six Magic cards for the Animated Army Commander precon: Grothama, All-Devouring, Tendershoot Dryad and Goreclaw, Terror of Qal Sisma on the left, tagged to cut, and Coat of Arms, Heroic Intervention and Zendikar Resurgent on the right, tagged to add.
The sealed Animated Army Commander deck box

Bloomburrow

Animated Army

Difficulty2/5 · Beginner-friendly
Power3/5

Big Gruul creatures and combat tricks: straightforward beatdown. Out of the box, before any upgrades. How we rate precons

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Quick verdict

Animated Army is a ramp deck whose expensive artifacts and enchantments double as an army, which gives it a clear plan and a lot of raw stopping power once it gets going. Bello, Bard of the Brambles turns every non-Equipment artifact and non-Aura enchantment with mana value 4 or more into a 4/4 indestructible creature with haste on your turn, and each one draws a card when it connects. The box spends too many slots on creatures and lands that don't help that plan, it has almost nothing to keep Bello alive, and the mana base enters tapped more often than a ramp deck can afford.

Colors Gruul (red-green)
Commander Bello, Bard of the Brambles
Product Bloomburrow Commander deck (2024)
Main plan Big artifacts and enchantments: ramp into four-plus mana value permanents, then let Bello turn them into hasty, indestructible 4/4s that draw on hit

TurnZero HQ rates Animated Army a 2 out of 5 on difficulty and a 3 out of 5 on power, as it comes in the box. That is our editorial read, not an official Wizards rating. The full hundred cards are on the Animated Army decklist page, and every other precon we cover is on the precon directory.

How the precon plays

Bello, Bard of the Brambles only works during your turn. While it is your turn, each non-Equipment artifact and non-Aura enchantment you control with mana value 4 or greater is also a 4/4 Elemental creature with indestructible and haste, plus "Whenever this creature deals combat damage to a player, draw a card." On opponents' turns those permanents go back to being plain artifacts and enchantments, which means creature removal and creature board wipes cast on their turns can't touch them.

So the deck ramps hard and plays big permanents. Rampant Growth , Cultivate , Farseek , Sol Ring , Arcane Signet and a stack of other rocks get you to four and five mana early, and then cards like Rain of Riches , Berserkers' Onslaught , Gratuitous Violence , Thran Dynamo and Hedron Archive each add a 4/4 attacker on top of whatever they already do. Wildsear, Scouring Maw gives enchantment spells you cast from your hand cascade, so many of those enchantments bring a second free spell with them.

The damage multipliers are where the games end. Berserkers' Onslaught gives your attackers double strike, Gratuitous Violence doubles the damage your creatures deal, and both are animated themselves on your turn. Two of them on the battlefield turns a handful of 4/4s into lethal damage very quickly, and each hit draws a card along the way.

What works out of the box

What needs improvement

A noticeable share of the creatures don't feed Bello. Tendershoot Dryad and Brightcap Badger // Fungus Frolic build a Saproling board, Goreclaw, Terror of Qal Sisma discounts creature spells with power 4 or more when the deck's best threats are noncreature spells, and Grothama, All-Devouring hands every opponent cards when it leaves. Each of those slots could be another four-mana artifact or enchantment that attacks for Bello.

Bello is also the whole engine, and the deck has no way to protect it. Without Bello your animated permanents are just artifacts and enchantments, so one removal spell on your commander stops the attack. The land base adds to the problem with several lands that always enter tapped, which slows the ramp the deck depends on. See how to build a Commander mana base for what to aim for.

Upgrade ideas

Each upgrade below starts from something the deck does poorly and says what a replacement card has to do. The cards named are examples, not the only answer: if you own something else that does the same job, or a newer printing does it better, it goes in the same slot. Make one change at a time and play a few games between them, so you can tell which change helped. The general method is in how to upgrade a Commander precon →

1. Fill the creature slots with more big permanents

Every artifact or enchantment with mana value 4 or more is a hasty attacker that draws cards once Bello is out. Creatures that don't animate add less to this deck than one more permanent that does.

What to look for Non-Equipment artifacts or non-Aura enchantments with mana value 4 or greater that are worth having even without Bello: mana, card draw, or a bonus for your whole team.

Cut, for example

✕

Tendershoot Dryad Makes a 1/1 Saproling each upkeep, which builds a token board this deck isn't trying to build. It is also a creature, so Bello does nothing for it.

✕

Brightcap Badger // Fungus Frolic A Saproling and Fungus mana engine that the rest of the deck doesn't support. Its slot is better spent on a permanent Bello animates.

✕

Goreclaw, Terror of Qal Sisma Discounts creature spells with power 4 or more, but the deck's real threats are artifacts and enchantments, which it doesn't help cast.

2. Keep Bello on the battlefield

Without Bello the deck's attackers stop being creatures. One removal spell on the commander at the wrong time can undo the whole turn, and the box has nothing that prevents it.

What to look for Cheap equipment or instants that give Bello hexproof, shroud or indestructible. Instants that protect every permanent you control also cover your artifacts and enchantments.

Cut, for example

✕

Grothama, All-Devouring A 10/8 that lets other creatures fight it, then makes every player draw for the damage they dealt when it leaves. It feeds opponents as often as it helps you.

✕

Grumgully, the Generous Puts a +1/+1 counter on your other non-Human creatures as they enter. The deck makes few creatures that benefit, so it is a 3/3 for three most games.

3. Untap more of your lands

A ramp deck that wants to cast four- and five-mana permanents on curve loses tempo every time a land enters tapped, and the box has several that always do.

What to look for Red-green dual lands that enter untapped all or most of the time. Lands that tap for one color only and enter tapped are the first to go.

4. Close games out with one big turn

The deck builds a board of 4/4s, but it often has to attack several turns in a row while opponents chip at it. A spell that pumps the whole team ends the game in the turn Bello animates everything.

What to look for Spells or permanents that give your whole team a large boost, trample, or extra damage on the turn you attack.

Win conditions

The upgraded deck still wins by attacking with its own permanents. Ramp into a few artifacts and enchantments with mana value 4 or more, land Bello, Bard of the Brambles , and swing with hasty, indestructible 4/4s that draw cards as they connect. Berserkers' Onslaught , Gratuitous Violence and a team pump like Overwhelming Stampede turn that attack into lethal damage. Because the animated permanents aren't creatures on opponents' turns, the board also survives most creature wipes in between.

Who should buy this precon

A friendly pick for a newer player who likes ramping into big things and attacking. The plan is easy to follow: play mana, play expensive permanents, cast Bello, attack. The main thing to learn is which of your permanents count for Bello, and that they only become creatures on your turn. Players who want to answer opponents' plays will want the protection and pump upgrades first.

Checked against the printed decklist on October 10, 2026.

Track how the upgrades actually perform.

TurnZero HQ keeps a win rate per deck version, so you can change a few cards, play some games, and see the difference instead of guessing.

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