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Have you considered Orhzov Charm for anti-removal?
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this with the temple of silence and gift of immortality! gift will set the heroic off every time it dies and gets attached at the beginning of the end step!
if it s a counter-based heroic, it would lose all the counters currently on it, and come back with only one (or two, depending on the creature) counters on it.....doesnt seem worth it to waste the card slot.
God's Willing should be main board. It saves your creature + triggers Heroic.
I would consider running 4 Temple of Silence, just for the scry if nothing else; you have only 3 real one-drops. I would also suggest a full 4 Hero of Iroas. Running four means you can sometimes have two or three in play, and that can really cut the cost of big bestow boys like Ghostblade Eidolon. Lastly, I would run Hopeful Eidolon over Nyxborn Shieldmate. As it is, you only have one way to trigger Sunbond's ability, and that's Ordeal of Heliod. Hopeful Eidolon will consistently provide you with life advantage that can help you stay out of range of some of the quicker decks looking to burn you out.
What he said. That, and Hopeful Eidolon also is a one-drop. Win-win!
gift of orzhova also triggers the sunbond
Oh, right, forgot.
Reap What is Sown?
Not a bad idea. Also sphere of safety would be hilarious, but not as effecient as you typically would want
With this much devotion Acolyte's Reward is a must. Plus it triggers Heroic!
Maybe nykthos, so instead of using scry lands you could double it over for both black and white (LOTS of white) mana
shrines and pump blessing up every swing...
I'd really appreciate advise on my GW Heroic deck! http://www.mtgvault.com/hipsterpumpkin/decks/selesnya-heroic/
i agree with grokris. main bord 4X gods willing
I made one off of your idea.
I played a deck about 80% similar to this one. It failed miserably in standard tournment. This is what the deck has "evolved" to since then. I like it better so far. http://www.mtgvault.com/mmmjkx2/decks/god-favored-standard/*And I literately mean like 80% Similar. Same creatures and enchantments to include the flying life link one.Things I consider in a good deck.*Draw Card Ability*Can I do something EVERY turn? Ie spending mana to do anything. Drawing/pumping/producing*Life Gain Possibility*Creature Removal*How fast the deck can win the game.*How many wrenches would target player have to throw in my machine to make it stop working.*Dose every card work with each other or benefit from each other?