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Gather Courage

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Common
Magic 2015 (M15) Uncommon
Ravnica: City of Guilds (RAV) Common

Combos Browse all

Gather Courage

Instant

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's colour.)

Target creature gets +2/+2 until end of turn.

Gather Courage Discussion

Neotrup on X spells (and other) on ...

1 year ago

Going into detail on convoke and inspire being alternate methods of payment, if you have Isochron Scepter exiling Gather Courage and you're opponent controls Thalia, Guardian of Thraben when you use the Isochron Scepter you'll be given the option to cast Gather Courage for , as without paying the mana cost still requires you to pay additional costs. To pay this you'll be allowed to use convoke to tap that Night Market Lookout.

Temporal_Inept on X spells (and other) on ...

1 year ago

Pretty sure this doesn't work but let's say you have an X-spell imprinted on Isochron Scepter and you have a card like Inspiring Statuary in play. Is and alternate cost? i.e. could you tap artifacts while casting the spell to pay for X?

Likewise, say you have Gather Courage on Isochron Scepter - can you tap your creatures as you cast it because you want to exploit Inspired or when this creatures becomes tapped effects for example Night Market Lookout.

cak01vej on Pumping that Poison

1 year ago

Do you ever have enough creatures on the field to make Strength in Numbers worth it? I play a similar Pauper deck, but I rarely have more than two creatures on the field by the time I give my opponent the 10th counter.

Instead I would suggest either Gather Courage if you have two creatures on the field, it there's a 60% chance that it's free, or Phytoburst, since it "equals" you having 5 creatures on the field even if you only have a measly Glistener Elf.

I also don't get why you run Metallic Sliver? It's very inefficient, as it doen't progress your board state by itself, it only Works in tandem with Virulent Sliver. Instead I would run Seal of Strength, which gives you another 1 drop, in case you don't start with the Sliver or the Elf. Another option is Rancor, an enchantment that not only buffs one of your creatures and gives it Trample, it can also be very hard for your opponent to get rid of, as it will always return to your hand unless exiled.

sparklypants on Annoying Infect Deck

1 year ago

Would remove Llanowar Elves and add in higher strenghth/CMC cards like Blightwidow. Also Giant Growth over Gather Courage. And something to give them trample would work well.

tntturtle5 on Angry Orchard Hard Cider

2 years ago

I'm curious how it's been running, because I think it could be more streamline. That being said, TL;DR at the bottom.
+------------+
Your plan is to put in a bunch of Forests so your Twingroves and Elders are huge, but it feels like you have better options than Frontier Guide, Steve and Wood Elves.

I feel like you need to consider your curve here. The ideal plan is to go:
T1: Forest > Arbor Elf
T2: Forest > Wood Elves (get Forest) > Arbor Elf
T3: Forest > Twingrove for 2 4/4's

Or alternatively:
T1: Forest > Arbor Elf
T2: Forest > Dungrove
T3: Forest > Wood Elves (get Forest) > Sakura-tribe (sac for Forest), Dungrove is a hexproof 5/5 on turn 3.

Either way, 3 mana is very important, and I think you should run more 1-drops in order to hit 3 mana on turn 2. Options include Elvish Mystic, Llanowar Elves, Birds of Paradise which are creatures that work well with Harvest Season, as well as Abundant Growth and Utopia Sprawl which make your Arbor Elves better.
With that in mind, I think cards like Cultivate and Kodama's Reach are also considerable, since they put a land into play and ensure you have another one to play. You have Harvest Season, which is fine, but needs more 2 or more creatures to be better than a Natural Connection.

Onto the creatures.
Really my only problem here is Frontier Guide: it's too slow.
It takes 4 mana to use, taps it, and the land doesn't even enter untapped, which means you've paid 6 mana for a Rampant Growth... For that mana you can play Nissa's Renewal for 3 lands and 7 life (granted its not exactly the same, but if you're taking a turn off to put lands into play you may as well get 3 and some life to buffer). I would cut it, maybe get more Sakura-tribe elders to take its place or fill that space with the aforementioned ramp spells.

Then there are some miscellaneous cards...
Zendikar's Roil is okay, but I think you have better things to do when you have 5 mana. You could play an Overrun for that mana, and that ends games.
Beacon of Creation is interesting, and is in line with what you're game plan is, but I don't think you need 3. It could be better as a Chord of Calling or Overrun so those 1/1's are more threatening.

Another issue is your lack of card draw. Unlike a mono-green Genesis Wave deck, your game plan doesn't just involve mana, it requires a critical mass of lands. Fewer lands mean smaller Dungroves and Twingroves, while a hand full of lands may mean you are left digging for your finishers. To this end I see you've got Rishkar's which is good and scales well with your growing Groves, but I would also recommend something like Harmonize for more consistent card draw, or even Explore for a cantrip+land drop.

Lastly I want to point out the synergy Harvest Season has with Convoke. The previously mentioned Chord of Calling is a great toolbox card, and even some things like Nissa's Expedition and Gather Courage are possible options, the former which puts more lands directly into play and the latter which can make your 1/1 elves block Goblin Guides and not only survive but kill.

Overall, seems like a fun deck, very similar to my Nissa, Vastwood Seer  Flip EDH deck actually. Hope the suggestions help you out.
+------------+
TL;DR
-2 Frontier Guide
-1 Acidic Slime
-2 Zendikar's Roil
-1 Beacon of Creation
-3 Lignify
-2 Forest

+1 Arbor Elf
+2 Llanowar Elves
+1 Wood Elves
+2 Chord of Calling
+2 Harmonize
+2 Overrun
+1 Primeval Titan

eherofreaky on EDH Infect Tiny

3 years ago

multiranger107 I was thinking about putting Giant Growth in for Gather Courage, but I wanted to test if I could Courage in this deck. I think I'm going to add it in after a few playtests today.

Dr.Ache on Jarad Commands the Dead

3 years ago

I'll definitely help you make this awesome on a low budget. How about these?

Stinkweed Imp instead of Gurmag Swiftwing, Lignify instead of Zombie Infestation, Twisted Abomination instead of Tormented Hero, Elvish Aberration instead of Spiteful Returned, Beastmaster Ascension instead of Gather Courage, Moment's Peace instead of Fog, Gaea's Blessing instead of Enlarge, Shadows of the Past instead of Back to Nature, Reclamation Sage instead of Satyr Piper, Relic Crush instead of Peregrination. I can offer more suggestions if you like, just let me know.

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