Precon Upgrade Guide
What to cut, what to add, and how to play the Bant Auras and Equipment precon from Adventures in the Forgotten Realms, commanded by Galea, Kindler of Hope.

Adventures in the Forgotten Realms
Aura of Courage
Stack Auras and gear: straightforward voltron. Out of the box, before any upgrades. How we rate precons
Buy Aura of Courage on TCGplayer →Aura of Courage is a Voltron deck that never runs out of things to attach, because Galea, Kindler of Hope lets you cast Auras and Equipment off the top of your library. Equipment cast that way attaches for free, which turns expensive equip costs into a non-issue. The weak points are a few random dice cards that don't fit, a short supply of ways to protect the creature you've built up, and a mana base where eleven lands always enter tapped.
TurnZero HQ rates Aura of Courage 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 Aura of Courage decklist page, and every other precon we cover is on the precon directory.
Galea, Kindler of Hope is a 4/4 vigilance creature that lets you look at the top card of your library any time and cast Aura and Equipment spells from there. When you cast an Equipment that way, it attaches to a creature you control as it enters. That last part matters: Colossus Hammer normally costs eight to equip and Argentum Armor costs six, but cast from the top with Galea they arrive already attached.
Because the top of the library is effectively part of your hand, the deck plays like it draws an extra card every turn you hit an Aura or Equipment. Sram, Senior Edificer and Puresteel Paladin turn each one into a real card drawn, and cheap card selection like Brainstorm and Serum Visions helps set up the top.
The usual plan is to load one evasive creature, often Galea, with enough power to take out a player over a couple of attacks. Rancor , Behemoth Sledge and Moonsilver Spear add damage, while Shielding Plax and Swiftfoot Boots keep the target alive.
Galea, Kindler of Hope ↗
Casts Auras and Equipment from the top of your library, and Equipment cast that way attaches for free. It is card advantage and mana savings in one.
Sram, Senior Edificer ↗
Two mana, and it draws a card whenever you cast an Aura, Equipment or Vehicle. With Galea's extra casts it refills the hand quickly.
Puresteel Paladin ↗
Draws a card when an Equipment enters, and with three artifacts out every equip cost becomes zero.
Rancor ↗
One mana for +2/+0 and trample, and it returns to your hand when it leaves the battlefield.
Colossus Hammer ↗
+10/+10 for one mana. Its equip cost of eight is what keeps it out of most decks, and Galea skips it when you cast it from the top.
Shielding Plax ↗
Draws a card and stops opponents from targeting the enchanted creature, which protects the creature you're building around.
The set's dice theme left this deck with cards that don't help it. Valiant Endeavor rolls to decide what it destroys, Song of Inspiration is a five-mana instant that returns cards to hand, and Netherese Puzzle-Ward and Diviner's Portent are card selection and draw that don't involve Auras or Equipment. Clay Golem and Ebony Fly are slow artifacts that rarely matter.
A Voltron deck puts a lot of cards on one creature, so one removal spell is a big swing. Shielding Plax and Swiftfoot Boots help, but there is little that protects the creature after you've committed. The mana base also has more than ten lands that enter tapped, which is a lot for a deck that wants to cast cheap Auras early. See the land and mana base guide for what to replace them with.
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 →
Most of the deck's power ends up attached to one creature. A cheap way to save it from a removal spell is worth more here than in almost any other deck.
What to look for One-mana or free protection, or Auras that give protection without knocking off your other Auras.
Cut, for example
Clay Golem A four-mana 4/4 whose monstrosity costs six and a die roll. It is slow and doesn't interact with Galea.
Ebony Fly A mana rock that enters tapped and makes colorless, with an expensive animation. The deck has better ramp.
Add, for example
Mother of Runes ↗
Taps to give one of your creatures protection from a color. It shuts down most removal aimed at your Voltron creature, every turn.
Spectra Ward ↗
+2/+2 and protection from each color, without knocking off your other Auras. Galea can cast it from the top.
Flawless Maneuver ↗
Free while you control your commander: your creatures gain indestructible until end of turn, which beats most board wipes.
Every Aura or Equipment you add makes Galea's top-of-library casting hit more often. Cheap ones that grow or draw are the best fit.
What to look for Auras and Equipment costing one or two mana that grow with your board, or creatures that draw when you cast them.
Cut, for example
Netherese Puzzle-Ward A four-mana enchantment that scries and sometimes draws on a die roll. Galea already shows you the top card, and it isn't an Aura.
Diviner's Portent Needs three blue mana plus X to draw cards, which is hard in a three-color deck, and Galea can't cast it from the top.
Add, for example
Kor Spiritdancer ↗
Draws a card whenever you cast an Aura and gets +2/+2 for each Aura on it. It is a second Sram and a Voltron target.
All That Glitters ↗
Two mana for +1/+1 for each artifact and enchantment you control. In this deck that is often +6/+6 or more.
Ethereal Armor ↗
One mana for first strike and +1/+1 for each enchantment you control.
The deck's removal leans on random results and five-mana sorceries. A few one-mana answers clear blockers so the suited-up creature can connect.
What to look for Instant-speed removal costing three mana or less that handles a creature or any permanent.
Cut, for example
Valiant Endeavor Six mana and two dice decide what dies. It can wipe your own creatures as easily as the opponents'.
Song of Inspiration Five mana to return two cards from your graveyard to hand. Mantle of the Ancients already brings back Auras and Equipment.
Add, for example
Swords to Plowshares ↗
One mana to exile a creature at instant speed. Its controller gains life equal to its power.
Path to Exile ↗
One mana to exile a creature at instant speed. Its controller may fetch a basic land.
Beast Within ↗
Three mana to destroy any permanent at instant speed, leaving its controller a 3/3.
Thriving lands, tri-lands, bounce lands and Path of Ancestry all enter tapped. A deck built on one- and two-mana Auras wants to cast two spells a turn early.
What to look for Untapped two-color lands with basic land types, which also make your Flood Plain, Grasslands and Nature's Lore find more.
Cut, for example
Path of Ancestry Enters tapped, and its scry only triggers on Elf or Knight creature spells, of which the deck has few.
Thriving Grove Enters tapped and covers only two of your three colors.
Thriving Isle The same problem: a tapped land that makes two of your three colors.
Add, for example
Temple Garden ↗
A green-white dual that enters untapped for 2 life. As a Forest Plains it is also a target for Nature's Lore and Grasslands.
Hallowed Fountain ↗
A white-blue dual that enters untapped for 2 life, and a Plains Island for Flood Plain to find.
Breeding Pool ↗
A green-blue dual that enters untapped for 2 life, and a Forest for Nature's Lore.
The deck wins with one large, hard-to-answer creature. Galea or Kor Spiritdancer picks up Colossus Hammer , Behemoth Sledge and Rancor , Holy Avenger gives double strike, and Moonsilver Spear adds a flying Angel each attack. Mother of Runes and Shielding Plax keep the creature alive long enough to deal 21 commander damage or simply knock each opponent out.
A good first Commander deck for a newer player. The plan is easy to follow: put things on a creature and attack. Galea's ability is the one thing to remember, and looking at the top card of your library each turn quickly becomes a habit. Experienced players will also get a solid, upgradeable deck out of it.
Checked against the printed decklist on October 10, 2026.
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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