Precons › Forgotten Realms Commander

Aura of Courage

Commander precon · Forgotten Realms Commander · 2021 · led by Galea, Kindler of Hope

Main theme: Equipment · Synergy 3.7/5 (connected) · Bracket 1–2 · Galea, Kindler of Hope works with 33 of its cards

Upgrades at bracket 1–2

No Game Changers and no infinite combos: the level of an unchanged precon. Game Changers are cards on WotC's official list of cards that make a deck much stronger.

6 swaps, and after them the report reads the deck at bracket 1–2.

Its cards work together a little more: synergy 3.7 → 3.9 of 5, still connected. Its consistency is unchanged: Build stays at 4.8 of 5, on target; 1 short on interaction, was 2. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Fortified Village: Fortified Village enters tapped. Put in Bountiful Promenade: Bountiful Promenade never enters tapped and makes white or green.
  2. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  3. Take out Port Town: Port Town enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  4. Take out Simic Growth Chamber: Simic Growth Chamber enters tapped. Put in Breeding Pool: Breeding Pool never enters tapped and makes blue or green.

Interaction

  1. Take out Ride the Avalanche: Ride the Avalanche is next on the report's cut list. Works with 2 other cards: with 2 again and again. Put in Hammer of Nazahn: Interaction: you were 2 short; Hammer of Nazahn counts as interaction. Hammer of Nazahn counts toward the 3 or more artifacts Puresteel Paladin needs.

Cards that work together

  1. Take out Eel Umbra: Eel Umbra works with 2 cards in this deck, none of them on its theme; Kor Spiritdancer works with 2 cards, all of them on it. Put in Kor Spiritdancer: When an Aura is cast thanks to Galea, Kindler of Hope, Kor Spiritdancer draws you 1 card

Upgrades at bracket 3

Up to three Game Changers, and no two-card infinite combo that costs 6 or less.

9 swaps, and after them the report reads the deck at bracket 3.

Its cards work together a little more: synergy 3.7 → 3.9 of 5, still connected. Its consistency is unchanged: Build stays at 4.8 of 5, on target; 1 short on interaction, was 2. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Fortified Village: Fortified Village enters tapped. Put in Bountiful Promenade: Bountiful Promenade never enters tapped and makes white or green.
  2. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  3. Take out Port Town: Port Town enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  4. Take out Simic Growth Chamber: Simic Growth Chamber enters tapped. Put in Breeding Pool: Breeding Pool never enters tapped and makes blue or green.

Ramp

  1. Take out Arcane Signet: Arcane Signet is weaker ramp than Smothering Tithe. Put in Smothering Tithe: Smothering Tithe is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  2. Take out Ebony Fly: Ebony Fly is weaker ramp than Chrome Mox. Put in Chrome Mox: Chrome Mox is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Card advantage

  1. Take out Brainstorm: Brainstorm is weaker card draw than Rhystic Study. Put in Rhystic Study: Rhystic Study is card draw too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Interaction

  1. Take out Ride the Avalanche: Ride the Avalanche is next on the report's cut list. Works with 2 other cards: with 2 again and again. Put in Hammer of Nazahn: Interaction: you were 2 short; Hammer of Nazahn counts as interaction. Hammer of Nazahn counts toward the 3 or more artifacts Puresteel Paladin needs.

Cards that work together

  1. Take out Eel Umbra: Eel Umbra works with 2 cards in this deck, none of them on its theme; Kor Spiritdancer works with 2 cards, all of them on it. Put in Kor Spiritdancer: When an Aura is cast thanks to Galea, Kindler of Hope, Kor Spiritdancer draws you 1 card

Upgrades at bracket 4–5

No limits on Game Changers or combos.

10 swaps, and after them the report reads the deck at bracket 4–5.

Its cards work together a little more: synergy 3.7 → 3.9 of 5, still connected. Its consistency is unchanged: Build stays at 4.8 of 5, on target; 1 short on interaction, was 2. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Fortified Village: Fortified Village enters tapped. Put in Bountiful Promenade: Bountiful Promenade never enters tapped and makes white or green.
  2. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  3. Take out Port Town: Port Town enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  4. Take out Simic Growth Chamber: Simic Growth Chamber enters tapped. Put in Breeding Pool: Breeding Pool never enters tapped and makes blue or green.

Ramp

  1. Take out Arcane Signet: Arcane Signet is weaker ramp than Smothering Tithe. Put in Smothering Tithe: Smothering Tithe is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  2. Take out Ebony Fly: Ebony Fly is weaker ramp than Chrome Mox. Put in Chrome Mox: Chrome Mox is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Card advantage

  1. Take out Brainstorm: Brainstorm is weaker card draw than Rhystic Study. Put in Rhystic Study: Rhystic Study is card draw too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Interaction

  1. Take out Ride the Avalanche: Ride the Avalanche is next on the report's cut list. Works with 2 other cards: with 2 again and again. Put in Hammer of Nazahn: Interaction: you were 2 short; Hammer of Nazahn counts as interaction. Hammer of Nazahn counts toward the 3 or more artifacts Puresteel Paladin needs.

Board wipes

  1. Take out Winds of Rath: Winds of Rath is weaker board wipe than Cyclonic Rift. Put in Cyclonic Rift: Cyclonic Rift is board wipe too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Cards that work together

  1. Take out Eel Umbra: Eel Umbra works with 2 cards in this deck, none of them on its theme; Kor Spiritdancer works with 2 cards, all of them on it. Put in Kor Spiritdancer: When an Aura is cast thanks to Galea, Kindler of Hope, Kor Spiritdancer draws you 1 card

Also short, against a typical Commander deck: interaction 16 of 18.

The decklist

Creatures

Acidic Slime · Angel of Finality · Catti-brie of Mithral Hall · Clay Golem · Cold-Eyed Selkie · Fey Steed · Fleecemane Lion · Knight of Autumn · Paradise Druid · Prognostic Sphinx · Puresteel Paladin · Realm-Cloaked Giant // Cast Off · Riverwise Augur · Sram, Senior Edificer · Storvald, Frost Giant Jarl

Instants and sorceries

Bant Charm · Brainstorm · Diviner's Portent · Heroic Intervention · Nature's Lore · Ride the Avalanche · Serum Visions · Song of Inspiration · Valiant Endeavor · Valorous Stance · Winds of Rath

Artifacts and enchantments

Abundant Growth · Angelic Gift · Arcane Signet · Argentum Armor · Basilisk Collar · Behemoth Sledge · Belt of Giant Strength · Colossus Hammer · Curse of Verbosity · Ebony Fly · Eel Umbra · Explorer's Scope · Fertile Ground · Greater Good · Gryff's Boon · Holy Avenger · Imprisoned in the Moon · Kenrith's Transformation · Mantle of the Ancients · Masterwork of Ingenuity · Moonsilver Spear · Netherese Puzzle-Ward · Psychic Impetus · Rancor · Robe of Stars · Shielding Plax · Sol Ring · Swiftfoot Boots · Sword of Hours · Sword of the Animist · Utopia Sprawl · Verdant Embrace · Viridian Longbow · Wild Growth · Winged Boots

Lands

Azorius Chancery · Bant Panorama · Canopy Vista · Command Tower · Evolving Wilds · Exotic Orchard · Flood Plain · 8 Forest · Fortified Village · Grasslands · Halimar Depths · 4 Island · Lumbering Falls · Mishra's Factory · Path of Ancestry · 2 Plains · Port Town · Prairie Stream · Seaside Citadel · Simic Growth Chamber · Skycloud Expanse · Sungrass Prairie · Terramorphic Expanse · Thriving Grove · Thriving Heath · Thriving Isle · Vitu-Ghazi, the City-Tree

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