Enchantment — Aura
Enchanted creature gets +2/+2 and has trample and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
|Have (2)||goldshot20 , orzhov_is_relatively_okay819|
Printings View all
|Mystery Booster (MYS1)||Uncommon|
|Commander 2018 (C18)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Dragon's Maze (DGM)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Unflinching Courage occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Unflinching Courage Discussion
6 days ago
Nice deck. Just a few possible alternative auras that I feel could add to the deck. Sentinel's Eyes I find does a lot of work, the vigilance gives you an important blocker in a deck with a very low creature presence most of the time, and then can also recur itself if your hexproof thing ever dies. Setessan Training is a cheap way of giving trample that also draws you a card, and when playing with it often find it better than Unflinching Courage. This deck is also very light on removal, so Cartouche of Strength seems another better alternative to Courage. Finally, Setessan Champion might be interesting. It functions almost identically to Sram, but the extra growth may come in useful at times, as might the ability to have two in play at once. Hope this is helpful.
1 month ago
Personally, I feel that The First Iroan Games is quite weak and slow. You’re mainly playing it for the second and third abilities, both of which can be easily messed with since the opponent can see them coming and may end up coming too late. That’s what I would cut for Season of Growth.
I’m also not a huge fan of Calix, Destiny's Hand. For the top card in your curve, he doesn’t seem to do an awful lot that you aren’t already doing better. Season of Growth and Setessan Champion are better for card advantage, and I feel the removal isn’t that great either. Instead, I’d replace him with a card that will help get your creatures across the line to finish a game. The best two in my mind are Cartouche of Strength and Unflinching Courage. Both give trample, which is the big thing here, and the Cartouche can also act as removal for problematic creatures, something that the deck may be lacking.
While I’m here, I have a few more possible recommendations. I recently built my own G/W auras deck (Pioneer Auras, if you want to check it out) and these are cards that are either in the deck or were seriously considered.
Sram, Senior Edificer is yet another replacement for Champion and Season for card draw.
Gladecover Scout and Witchstalker are both nice creatures for you to put all the auras on due to the protection their hexproof gives them. Witchstalker in particular can be a nice card against control, since most of their spells will only make it grow.
Cartouche of Solidarity and Sentinel's Eyes are some nice cheap auras that have some nice effects. The extra blocker that the Cartouche brings can be useful against aggro, and the vigilance of the Eyes lets you attack more freely. Eyes is also nice since it can recur itself.
Hopefully this is helpful to you, I know it’s a bit long. Good luck with the deck.
1 month ago
- Most decks utilize 2-3 Spirit Mantle in lieu of Unflinching Courage.
- I'd add 1 Spirit Link to your SB to fill in the 15th spot. As it's not Lifelink, you still gain life off the combat damage. I.e, 2 lifegain triggers even if equipped with Daybreak Coronet.
- Damping Sphere slows down Storm, Tron, other big mana decks. 2 in the SB is normal.
6 months ago
With 4 passage and 4 attune, I think you need more basics; or, to cut some of those cards. I'd go down to 2x passage, and replace them with a couple more basics.
Also, with several higher CMC haymakers, I think 4x Sylvan Caryatid would be a good plan. Blocks little creatures, not easily removed, fixes, and ramps to the big stuff.
7 months ago
I think you need a bit more ramp to speed up the deck. You're playing green--why are you running the signet over more durable land ramp, especially when you only have 35 lands here? Rampant Growth , Nature's Lore , Cultivate , Diligent Farmhand , Wood Elves , Farhaven Elf , and Solemn Simulacrum are all cards I would pick before the signet. These will help you get Sigarda out sooner and give you staying power for the late game.
Also, if you're up against Sheoldred regularly, you might want to consider some more graveyard hate, like Scavenger Grounds , Tormod's Crypt , and Sentinel Totem . Sigarda will keep you from sacking but she won't prevent them from reanimating.
I would also swap one of your artifact/enchantment removal spells for Return to Nature , since it can exile something targeted by a reanimate effect.
Since you're aura-focused here, I would also think about Battle Mastery .
As for what you could cut to make room for some of these suggestions, I'd think about Flower / Flourish , Unflinching Courage , Dromoka's Command , Devouring Light , Indestructibility , Darksteel Plate , Bow of Nylea , and maybe one or two other targeted removal spells. You have a lot here.
8 months ago
-I'm not sure that this is a
Once Upon a Time
deck. It only hits 10 "important" things and if you already have a bogle in play it's pretty much useless and a waste of mana. Maybe keeping 1 for some insurance is fine but I don't think that card is meant for this deck.
-I'm not totally sold on Gift of Orzhova . It's just a slightly worse version of Unflinching Courage and gums up your curve by being so high cmc. I would just go the full 4 Unflinching courage and replace the remaining two Gifts with some lower cmc auras (maybe Gryff's Boon if you're worried about having flying? And to provide early evasion).
- Hero of Iroas seems really strong for racing non-interactive linear/combo decks and reducing your somewhat high aura curve, but obviously isn't great for other more interactive matchups since it doesn't have hexproof.
-I would most definitely play Veil of Summer in the sideboard, that card is just far too powerful to not play and protects you against Thoughtseize and your opponent blowing up your key auras.
-And finally I don't think you're winning the game if you have to play Witchstalker on 3. Waiting to attack until turn 4 is too long in this format even if they do ban the more degenerate stuff like copy cat and Kethis combo.
Upvoted. Creative and budget-friendly. Good luck hope you have fun in the new format! :)
11 months ago
1 year ago
Hi, I'm just dropping in after seeing the link you left on your twitter page.
If you are looking for just 4 cards to remove, I think that Clout of the Dominus , Graceblade Artisan , Norn's Annex , and Celestial Mantle would be the first cards I would look at potentially removing.
Looking at the deck, I'm assuming that the general game plan is to fort up and let Karona get passed around the table with the hope that your opponents will swing at each other with it. If I've got that right, then plan B appears to be suiting up Bruna or Uril and smashing face. Maybe I have the priority of the two plans reversed.
That being said, I think that there are a few things to consider. Celestial Mantle and Unflinching Courage work well on creatures you control, like Uril, but aren't cards that you would want on Karona as she is being passed around the table. The Mantle gives life to the enchanted creature's CONTROLLER, and Unflinching Courage gives lifelink to the creature so Karona's controller would also be the one gaining life. For your deck Unflinching Courage in a drastically inferior version of the Armadillo Cloak you also run because the Cloak's triggered life gain effect will always give YOU the life instead of Karona's controller. It's an important difference that is worth looking at when refining your selection of auras.
Aside from that, I think that Clout of the Dominus isn't the best choice in the deck. The fact that it gives shroud is counter-intuitive to a voltron strategy.
If you decide to take Celestial Mantle out, maybe it would be worth considering running Pollenbright Wings ? If you put it on Karona it will always give you the tokens, not Karona's controller, which can help give you an army of saprolings that you can then boost with Karona's ability when it gets back to your turn.
Of course, that all depends on people actually choosing to attack with Karona. Since you are already running pillowfort cards, I think that it is worth running cards like Fumiko the Lowblood that force your opponents to attack. The rules say that even if you have a Propaganda in play, opponents still have to attack someone to meet the requirement. They can't just choose you, decide not to pay to attack, and claim that their attack has been negated. If they don't pay to attack you then they have to attack someone else if possible. It's a useful way to get your opponents to whittle themselves down and to limit the use that they can get out of their utility creatures.
The deck has a number of ways to try to handle your opponents' cards, but you are pretty reliant on Anguished Unmaking and Merciless Eviction to permanently deal with opponents' utility creatures. Everything else you have either bounces or just prevents those creatures from attacking you. It might be worth looking at cards like Prison Term and Darksteel Mutation as more effective enchantment-based removal options that you can search up with your enchantment tutor cards if you need them. Winds of Rath is also useful for helping to clear the board while leaving your enchanted creatures untouched.
I don't know how much of that helps with the direction you are currently looking to take the deck, but I hope that it gave you some ideas.