Since the cards introduction, both parties have been drooling over it because of the exorbitant cost of the Japanese edition
In practiceand Ive found this to be true with many different games, not just Magicwhen theres a small, closed playgroup for a competitive game, the playgroup will either fly apart with the rules as they are written or arc toward stability by altering the rules
But for those looking for condensed advice: the ingredients of truly fierce competitive decks are infinite combo pieces, tutors to find them quickly, resource acceleration (mana rocks) to cast all those cards faster, and cheap interaction to stop opposing combos developing
For three mana, you can do a slightly smaller version of Dig Through Time's effect by looking at the top five cards and getting to take two of them
Thats fair and valid, so Im happy to oblige
However, if you do choose a target, and that target is illegal at the time Courageous Resolve tries to resolve, it won't resolve and none of its effects will happen