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just a deck I found on the mtg website, slightly altered for better damage output.
smack enchantments on your creatures, and attack!(imcomplete(inferior) versions of this deck can crank out seven damage on turn three!(not counting previous damage done))
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Cut 2 mob-mentalities for 2 more ethereal armor and you've got a deck.
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Also, hyena umbra and other totem armor will do better than Not of this world.
mob mentalities give trample, a key component of this deck to deal damage. totem armor is hard to find though
also, totem armor costs mana, not of this world doesn't if you have the correct amount of enchants on your creaure
and besides, by the time any opponent has enough juce to respond to you, you have a seven-power creature out on the field.
which cuts the cost of not of this world down to 0
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Looks really fun!Phalanx Leader is fantastic is Heroic decks. Also Mark of Fury might be better than Furor since you can play it over and over, and Ethereal Armor should definitely be a 4 of. I've seen a R/W Heroic that ran Hopeful Eidolon drop Hopeful 1st turn and 2 Ethereal Armors on it turn 2, then swung with a 7/7 with lifelink on turn 2. =D
Mark of Fury is less powerful than Furor of the Bitten because it does not give any +2/+2 bonuses. Ethereal Armor was an addition to replace two Mob Mentalities, and Phanlax Leader requires more than one creature on the feild, something that I will most likely try not to have.
But Furor can be attached once, so its at best a 3/3 boost. Mark pops on and off, on and off, and has the ability to grant not only haste and a guaranteed 1/1 per turn from heroic triggers, but lets you draw an extra card every turn with Kor.Also, why would you try not to have more than one critter at a time? Thats very dangerous in a heroic deck. You've got some counters, but no guarantee you'll have one in hand. One or (even two if the first is countered) Doom Blade and you would be helpless. I found with my heroics its best to have at least 2 critters out. As long as one is Phalanx Leader, every Aura boosts them both, and if one gets killed you have an already boosted backup =D
good point. But I want to focus on protection of my one creature, and I can replace one of my creatures with annother not of this world to boost protection. good point on the Mark, but this deck aims to go so fast that Mark will not pop more than five times, and let's face it: do I want to spend 1 mana every turn to give my creature +1/+1, or do I want to spend 1 mana to potentially give it +3/+3 once, then use the four free mana on the next five turns for other enchants?