Courageous Outrider

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Courageous Outrider

Creature — Human Scout

When Courageous Outrider enters the battlefield, look at the top four cards of your library. You may reveal a Human card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Tzefick on Sword of Life and Limb

4 years ago

I find it a bit amusing how not two months ago there was posted a thread specifically dedicated to brew card ideas for the remaining 3 Swords of X and Y and then this shows up.

DemonDragonJ I would agree that having three abilities would break the pattern.

Personally I think the life gain is already covered by Sword of Light and Shadow and Sword of War and Peace. One static, one dynamic.

There is already token generation with Sword of Body and Mind.

Personally I think the Sword should do something a bit different than that. Please keep in mind that the Swords have generally been designed to be beneficial to most colors and multiple strategies - hence why a Sword like Sword of Body and Mind is generally considered the worst/most niche, closely followed by Sword of War and Peace. The latter because it doesn't affect the board and lifegain is... only relevant in certain situations. If you make a token generator + Populate effect, it works by itself but is generally not useful for many decks.

Take a Sword like Sword of Truth and Justice. It plays well by itself by enabling its own scaling when you have multiple creatures. However you can also utilize the Proliferate on poison counters, -1/-1 counters, planeswalker loyalty counters. It has built-in support for multiple strategies.

A card like Sword of Sinew and Steel is more niche, but it has some very powerful removal effects to compensate. In addition the protections are very on-point in protecting against most targeted removal and all of red's board wipe repertoire.

Tokens for the sake of tokens is often not that impressive. That's why I would suggest to aim for something else than basic token generation.

If you are hellbent on the token generation I would consider granting a different incentive:


Alternative A Show


Alternative B Show


If we're being honest, most of the swords don't see play and those that do are mostly Sword of Feast and Famine and Sword of Fire and Ice. I've seen a fair bit of Sword of Truth and Justice as well. I think hitting around that spot would be ideal.



If we aim for something else than basic token generation, we could aim for some tech options.

Delve deeper Show

lonesentinel on Pauper EDH Deck Compendium

5 years ago

PDH Hoomans with Courageous Outrider at the helm

Finally done with monowhite PDH self-challenge!

Goretast on Value of Humanity

6 years ago

Tireless Tracker would be a great addition to this deck for card draw and it's human. Mother of Runes is also incredible. Mirari's Wake would also be a great addition for more mana and another anthem effect. Also, Coat of Arms is too powerful to not include. Stoneforge Mystic is also great with your equipment package you included. It's also very tempting to put in a Craterhoof Behemoth for a strong finisher with this build, same with an Akroma's Memorial. Teferi's Protection is also a great utility instant that can save you and let you get that finish push. As to what to cut? I'd say some potential cuts could be Congregate, Soul Warden, Soul's Attendant,Precinct Captain, Courageous Outrider, and Increasing Devotion. You might just have to sacrifice your life gain toolkit for more solid card draw and utility.

Let me know if you have any questions!

TheDuggernaught on

7 years ago

With your limited card pool, I would suggest sticking to mono white weenies. This means cutting your big creatures (I would say anything over 4 cmc), and just sticking with the small creatures that are low to the ground. This strategy utilizes a "go wide" approach where you simply spit out too many creatures for your opponent to block. Things with flying are also very good with this strategy as once your opponent has creatures, they still might have difficulty blocking the ones with flying. The artifacts can also go. Artifacts generally cost a lot of tempo to both play and then equip. It is usually better to just play another creature. I would also consider adding the following cards from your collection: Bygone Bishop, Fiend Hunter, Bonds of Faith (acts as a pump if you need it, or pseudo-removal if you need it), Doomed Traveler, Steadfast Guard, Inspiring Captain, Steadfast Cathar, Kor Scythemaster, Kor Castigator, Mardu Hordechief, Fiend Binder, Elder Cathar, Dauntless Cathar, Cliffside Lookout, Nearheath Chaplain, Courageous Outrider, Sanctifier of Souls, Retreat to Emeria, Chapel Geist, Kor Bladewhirl. Serra Angel can be a good top end finisher. Most things with flying, produce tokens, and/or pump all creatures are good additions to a weenie deck.

I would up your lands count to 22, and I would try to have about seven 1-drops, about fifteen 2-drops, about twelve 3 drops, about five 4/5-drops. 22 lands will mean that you will hit your third land drop on turn 3 90% of the time when you are on the draw, and 85% of the time on the play. I would aim to have about 28-30 creatures creatures, and about 8-10 instants/sorceries/enchantments. This gets you to exactly 60 cards -- which is important. I could get into a lengthy mathematical explanation into why 60 cards is always the best -- but it essentially boils down to increasing the chances of drawing your best cards when you need them. It increases the consistency of the deck.

DubiousDanish on Bant Humans(Needs Help)

7 years ago

Baral, Chief of Compliance: Can help with your control plan, in combination with your counter spells this will generate card advantage.

Channeler Initiate: Can help fix your mana and then become a threat itself.

Courageous Outrider: May be a weak option, but he can help you gain card advantage within your current theme.

Devoted Crop-Mate: If they remove a creature that you would like to have back, he can throw it right back into the fray.

Duskwatch Recruiter  Flip: Used heavily in the old Bant humans and also the Aristocrats decks.

Glory-Bound Initiate: A 2 cmc 4/4 Lifelink every other turn could be useful. Even stronger in combination with Always Watching.

Maulfist Revolutionary: It's a human and it bolsters your theme. It can also be used on your Planeswalkers which might be relevant, similar to skyship plunderer.

Renegade Rallier: Another human that can pull your creatures back from the grave.

Rogue Refiner: Kind of off theme because of the energy, but it's a 3 cmc 3/2 that draws you a card. Might be worth consideration...

Tireless Tracker: This card finds it's way into a ton of decks, if nothing else your opponent will respect it enough to use a removal spell on it.

Trueheart Duelist: Kind of a strange option, but it could be a lifesaver against aggro decks.

Unwavering Initiate: This is another fringe option, though a 3/2 Vigilance in theme may make the cut.

Vizier of Deferment: This one seems like it belongs in the deck to me, the versatility is a real bonus. Offensive and defensive uses that assist the growth of Thalia's Lieutenant.

CommanderNeyo on Human EDH

7 years ago

I think Weathered Wayfarer is a good keep because it will ensure you stay up to par with your opponent's mana, but also because you can use it to thin your deck of lands by searching for them and not playing them. Also very useful for searching for lands like Gavony Township (actually that's it, there are surprisingly no other utility lands here).

Cards I would suggest cutting are: Collective Effort, Archetype of Courage, Avacyn's Pilgrim, and Herald of War. Perhaps also Ulvenwald Tracker, since none of your creatures are quite large enough to truly use its ability to its largest extent. Courageous Outrider may be another one, since it is not guaranteed to hit a human. That's pretty much the extent of what I can tell you now, what you need to do is just cut some cards, playtest the deck, and then see which ones are working for you and which ones aren't.

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