Intrepid Hero

Intrepid Hero

Creature — Human Soldier

{T}: Destroy target creature with power 4 or greater.

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Set Rarity
Magic 2013 (M13) Rare
Eighth Edition (8ED) Rare
Seventh Edition (7ED) Rare
Urza's Saga (USG) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Intrepid Hero occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Intrepid Hero Discussion

DespairFaction on Aurelia - Weapons of War

5 days ago

@partana I have thought about that in the past, but I do have 2 Aurelia decks so I just go full tilt equipments with this one. Right now I know my creature count is low, and that is something that I want to tinker with more. Something near 20-23 would be ideal. Honestly the truth is I want 3 more of everything in this deck: creatures, removal, and protection and utility spells. However of the 20 or so games I've played with this deck in the last month its winning more than 60% of the time against varied opponents, so until I run into some meaningful resistance (or a new set releases) the deck doesn't need any major changes. Anyway of the equipments you mention, Shadowspear has underperformed pretty hard, so in my paper build I've been using Sinew and Steel in that slot and have been happy with the results in a limited number of games. Umezawa's Jitte is easily the most complicated equipment in the deck in terms of game impact. Some games it does literal nothing, but other games it almost single handedly wins the game by killing things that matter and then pumping to take out players. I had a fun situation recently where things were not going my way at all, but around turn 8 or 9 i was able to get jitte with several counters on Aurelia, and double strike from where to take 2 players out of the game who had 0 commander damage at the start of the turn....thats what jitte can do. Basically with double strike and double combats its insane...and is also an additional source of life gain which I periodically need. I run with out True Conviction which I really don't recommend, but thats where Im at right now. With all that said I have cut Jitte in the past, it is possible to live without it, but its so good. If I were in a non combo meta I would cut the Helm of the Host, its not something I go to super often and its a big expensive play to make happen. I have run without blackblade reforged in the past but honestly I'm much happier having it in the deck. If everything else should go wrong, 8 lands Blackblade and Aurelia means lethal on a player. Its just does player killing amounts of damage really easily. Where it can be relevant also is if stonehewer giant sticks in play for a few turns. You get that first value equipment then you are probably just looking for something to end it and blackblade helps. Your suspicions are correct on aggravated assault it is a little bit clunky on its own, and you probably don't want to see it in your opener and I rarely activate it without the combo. However, the combo has won me a lot of games since Neheb also does the trick. I generally execute this combo much more often than the Helm of the Host combo, given how much easier the mana is. What also makes it powerful also is that both Feast and Famine and Aggravated Assault can be brought back with Sevinne's Reclamation should some sort of mill or wheel situation happen. Ive played without Aggravated Assault in the past, and if I weren't in a combo meta right now Id probably cut it for something else. Also its worth pointing out that this deck is tuned for like turn 7 metas with combos, different metas might require different things. SO yes a lot of your observations are correct and many of these cards could be cut, but Ive chosen to focus around them so they are still very effective at what they do. But there many different ways you could choose to focus the deck.

Ive got a few things I am trying test at the moment. Faith's Shield is one, someone always tries to blow your stuff up eventually. Intrepid Hero seems interesting a sword carrier and repeatable removal for big stuff. Haven't tried yet by Myojin of Cleansing Fire seems interesting in that it gets me a board wipe and a creature, but I suppose Realm-Cloaked Giant does the same. Also Im at a place where I want to try and get Argentum Armor back into the deck, and probably need to find a spot for Embercleave. So still lots of problems to solve. Hope this helps!

Lemky24 on Iroas Swings

1 week ago

Cards I would consider removing:

Mob Rule In my opinion it is either a Win More or a for sure counter at the table

Cathars' Crusade good card but a little to late to the game for the deck, maybe with more token generation.

Pariah's Shield Awesome card and it can save your butt, I think more offence is needed instead of defence though.

Intrepid Hero A hugely under rated card, it would be on the maybe list. I love it but you need more ramp and have an good amount of removal.

Herald of War by the time this comes out you should either be running hard and strong or recovering from a devastating blow. In either case I would not want to draw this.

Boros Reckoner really good card but you lose a lot of value since damage is prevented from Iroas, God of Victory

Archetype of Courage Un-needed, if all your creatures prevent damage and have menace then it makes first strike irrelevant.

Avacyn, Angel of Hope Very good card, but very costly, you could easily do this with Odric, Lunarch Marshal instead.

Here is a list of cards I would consider:

Mountain Add in one more land, I would be at minimum run 35 lands

Thran Dynamo I would strongly consider one more mana rock

Skyknight Vanguard A low cost flyer that adds bodies

Brimaz, King of Oreskos A very good card that can add a ton of guys to the field.

Gisela, Blade of Goldnight This card is a serious threat as soon as it hit the table, it does come with a high mana cost though.

Legion Warboss Good attacker that adds bodies

Krenko, Tin Street Kingpin Another guy who gets more guys on the field

Purphoros, God of the Forge Auto include for sure, turns every one of your 30 creatures into 2 damage and he gets out of control with tokens entering.

Combat Celebrant a wonderful card to pair with prevent damage and just think of having Aurelia, the Warleader

Leonin Warleader A solid attacker that adds lifelink guys

Chance for Glory A risky card but sometimes you just need that one more turn. You can also tutor it with Sunforger

Embercleave An 8/5 with Double Strike, Trample, Indestructible and Menace.... enough said

Yotian_Soldier on 75% Tajic - Boros Soldier Tribal

3 months ago

27 Dec 2019 Updates:

Catapult Master > Knight-Captain of Eos : Additional synergy and also creature removal as well

Mutavault > Kor Haven : Being a changeling man-land benefits from a ton of our soldier synergies

Soltari Champion > Chromatic Lantern : Another pseduo anthem when attacking helps with our aggro strategy; a 2 color deck does not need the lantern for mana fixing and our deck is basically mono-white

Consul's Lieutenant > By Force : again an excellent early game for aggro; late game having first strike with a bunch of anthems in the field is good also

Talisman of Conviction > Arcane Signet : same reason for removing Chromantic Lantern; the signet will be use to a 3-color deck that I am brewing.

Smuggler's Copter > Intrepid Hero : to ensure smooth card draw; also with the inclusion of Catapult Master the hero becomes redundant

Hall of Heliod's Generosity > Mountain : Utility land for re-using our enchantments

DarkHero on Card creation challenge

5 months ago

Some kind of a Legendary monster hunter. Something a little more complicated than Big Game Hunter or Intrepid Hero

KIRK77 on More like "Lavatory-a"

1 year ago

Hey as long as you've got that sweet sweet Intrepid Hero you're golden

ItzCrazyy on Private army

1 year ago

On face, the deck seems like a good budget deck. It conforms with the general standards for an edh deck and follows a clear strategy. However, I think that there are some problems with the deck. Although it is built on a budget, there are only 6 ramp card in total plus 2 cards which decrease the cost of soldiers. On face it looks ok, but paired with only 36 lands (one of which ( Temple of the False God ) being a half-ramp card) it is questionable. I would add another ramp (like Thran Dynamo ) and a land ( Evolving Wilds , Terramorphic Expanse , Spinerock Knoll ). Also, I would argue that the removal in this deck is weak. The only true removal spell is Swords to Plowshares while others with worse conditions, like Response / Resurgence and Spear of Heliod , can have some major downsides in a commander game. The other single target removal spells ( Steam Catapult , Intrepid Hero , Catapult Squad and Catapult Master ) are, quite frankly very limited and. In addition to the weakness of the removal, there are only 7 of them, which is, in my opinion, quite lacking, especially considering 4 of them are creatures and there is no enchantment or artifact removal. I would reccomend the extra investment for Path to Exile , and also consider Lightning Bolt , Vandalblast , Wear / Tear and Oppressive Rays . One final point is the colour wheel of the deck (next to the mana curve). I find that, for a 2 colour deck, there is far too little red for it to be worth playing. Because of this, there are relatively few red mana producing cards, meaning often you will not be able to play the few red spells that you will inevitably draw, they are dead cards (this is why i recommended Terramorphic Expanse and Evolving Wilds above). However, I would also like to complement the deck building, as the theme of the deck is very strong and maintained, and I hope to see it do well in play-testing.

jessniem on Tapdancing

1 year ago

Indeed some great tap creatures. I think I should consider some of them, since I have quite a lot of 5-6 CMC spells.

I like cards like Intrepid Hero, Mother of Runes and Giltspire Avenger.

What cards are your all stars in this deck?

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