Unflinching Courage

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Modern Masters 2017 Edition Uncommon
Dragon's Maze Uncommon

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Unflinching Courage

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has trample and lifelink.

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Unflinching Courage Discussion

9sharps on WG heroic

1 month ago

I would recommend getting rid of a lot of mana rampers. If you do heroic right, you don't need much mana at all, and 25 lands will absolutely get you mana flooded. I would get rid of Wingsteed Rider and get two more Akroan Skyguard. Also, get rid of Archangel of Thune, I'm fairly certain her ability does not trigger heroic. Nyx-Fleece Ram is much better replace with Lagonna-Band Trailblazer. Also add in Fabled Hero and Dawnbringer Charioteers, they are basically staples for WG modern. Throw in Unflinching Courage, Ethereal Armor, Canopy Cover, Hyena Umbra, and Gods Willing.

sonnet666 on I Need Help Making My ...

2 months ago

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

Emzed on Uril's Revenge

2 months ago

Ethereal Armor, Rancor and Wild Growth would be fantastic in your deck, you should definitely consider those.
You have lots of effects that provide vigilance to Uril. While that's good, multiples are redundant, and evasion abilities like trample, menace or flying can be much more relevant than vigilance. Cards like Armadillo Cloak, Unflinching Courage, Madcap Skills and Duelist's Heritage should probably find their way into your list.
Indestructibility is a cute card, but with your commander having hexproof, the one-shot indestructibility of Spider Umbra, Snake Umbra or Hyena Umbra will usually do the trick, and those cards are cheaper and have additional upsides.
Unfortunately, the commander rules don't allow you to play Wild Research in your deck, because its color identity includes blue.
If you want more cheap acceleration for a quick Uril, Avacyn's Pilgrim, Fyndhorn Elves, Llanowar Elves and Elvish Mystic as well as Ancient Tomb and Mana Crypt are some of your best options.

WrathofCod on Ascend the Starfield

3 months ago

@ SIES_Abzan Sorry I haven't got back to you sooner! It has been a long week for me, so I hope it's fine that I am responding a little bit later than I would have liked :) Before I get into cuts, I do want to go over a few more cards which should definitely be considered. This will probably make my list of cards to cut longer, but I definitely forgot some cards you should add to your deck!

Add-Ins:

Felidar Sovereign - I didn't realize you were running a lifegain sub-theme, but since you are, this card is almost a must. It can win games out of nowhere and gives you a way to win that doesn't involve combat. Test of Endurance - Same as above except the life threshold is 50, rather than Felidar Sovereign's 40 life. Austere Command - While it is a little expensive (both in mana cost and real-world money), Austere Command provides a board wipe that is always relevant and incredibly versatile in its uses! Aura of Silence - Amazing artifact/enchantment hate that is also an enchantment itself. This card has won me so many games in my own decks! Sphere of Safety - Discourages your opponents from attacking you and scales incredibly well with all the enchantments you are running. Ghostly Prison - A cheaper, but ultimately less effective Sphere of Safety; still worth consideration though! Rest in Peace - A piece of graveyard hate that can be incredible depending on your meta and the amount of black decks that see play. Exploration - Absolutely amazing enchantment that helps you ramp and makes for a great turn 1 or 2 play! Ajani, Mentor of Heroes - A great planeswalker who synergizes with both your lifegain and voltron gameplans! However, it might be a little outside of your budget. Winds of Rath - Another synergistic board wipe that protects your creatures while killing those of your opponents! Unflinching Courage - Great aura that provides lifelink and trample, two very relevant abilities for your deck!

Cuts:

Humbler of Mortals - Too expensive for the effect he provides :( Plus, you should try to lower the number of creatures you have in favor of more enchantments. Fate Unraveler - Doesn't synergize with what your deck is trying to do and will most likely aggravate your opponents, rather than win you games. Brain Maggot - An underwhelming creature, which frankly sucks in commander as it doesn't scale well in multiplayer. Dictate of Erebos - Your deck isn't trying to sacrifice creatures in order to abuse effects like this, so I would just get rid of it in order to make room for a more synergistic enchantment card. Treasury Thrull - I feel like it is just too slow and expensive to be good for a deck like this. Benefaction of Rhonas - A pretty bad draw/tutor card if you ask me. I would replace it with either Abzan Charm, Idyllic Tutor or Sterling Grove!

That's all I have for now, contact me if you have any more questions! Good luck!

Errast on And You're Dead (Rafiq of the Many)

3 months ago

Become Immense is pretty good, since it's cheap to cast, and provides a big buff.

Conqueror's Flail stops people from countering your buffs, and provides a decent buff to Power/Toughness.

Enlightened Tutor/Steelshaper's Gift/Fabricate can all help you find your Auras and Equipment, although Steelshaper's Gift, and Fabricate are a bit more limited in their selection.

More ramp spells may be a good addition. Stuff like Birds of Paradise/Sylvan Caryatid/Cultivate, and a bunch of Llanowar Elves would likely help you dump your general onto the field.

Kira, the Great Glass-Spinner helps protect your creatures, whether they be your commander, or something like your Sublime Archangel.

When things go bad, boardwipes like Supreme Verdict, and Wrath of God might not be too out of place.

Armadillo Cloak, Unflinching Courage, Angelic Destiny, and Spirit Mantle all provide either psuedo, or full evasion, letting your commander swing in unimpeded for lethal damage.

Pheardemons on Witness the power of the Maelstrom.

3 months ago

Damn ComboCrazy, if only you made that suggestion before I bought Unflinching Courage! Just kidding, it was only a dollar. That's an interesting suggestion though, and definitely fits better in the consistency part of the deck. I'll definitely think on that change, I like it.

ComboCrazy on Witness the power of the Maelstrom.

3 months ago

On the note of Unflinching Courage, wouldn't Behemoth Sledge be a bit better? It's more expensive the first time, but it's reusable.

Pheardemons on Witness the power of the Maelstrom.

3 months ago

ComboCrazy - Yea man just continuously beating face. Plus Siege Rhino is a 7/8 - drain and gain three life, with trample. I put in Unflinching Courage so lifelink and trample could keep the game going as well. And I did bring back Fusion Elemental. I figured one huge ass scary monster could suffice, even if it does die to Doom Blade haha.

I did also add in Mantis Rider as a 6/6 for three mana with flying, vigilance, and haste. Brought back Collected Company and made a decent sideboard. Let me know what yal think of the update!

RedJokr doing alright man. Another semester is about to be done, going to have to work my ass off for the summer to pay off bills and my magic habit that is all on credit haha. To graduate next spring I'll have to be taking 18 and 19 credits respectively, and I just don't know if I have that much in me. It would be nice to hurry up and be done with my B.A.

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