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Leader of the Phalanx

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Pretty basic play style. Pump creatures with auras and burn your enemy with the whitest of light.

The main cards of the deck is Kor Spiritdancer, Phalanx Leader, and Mesa Enchantress. Any aura you cast will pump up the field or cause you to draw cards (preferably more auras) which will let you continue the cycle. I chose cheap auras only to be able to do exactly this. The main engine in the deck is Mesa Enchantress with Phalanx leader out and then casting Flickering Ward on Phalanx Leader, drawing you a card and pumping your creatures, but then you can return flickering ward to your hand and keep doing it as long as you have mana. With all the first strike, pump, Totem armors and ways of sneaking past the enemy creatures this deck is pretty untouchable.

Phalanx Leader: The leader of the deck. Pumps all the creatures when it is targeted by a spell.
Kor SpiritDancer: Gets +2/+2 for each attached aura and draws a card for each aura played.
Mesa Enchantress: Also Draws a card for each Enchantment played.
Blessed Spirits: Gets pumped whenever enchantment spell is played.
Flickering Ward: Gives protection of your choice of colour to enchanted creature, but more importantly can be returned to hand and re-cast to take advantage of the above cards.
Fencing Ace: Attach some +x/+x cards to this and do double damage.
Ethereal Armor: Can give a ton of +x/+x when there are a bunch of auras out on the field for only (W)
Glaring Aegis: Pump your creature and then tap opponent creature
Bonds of Faith: Most of the creatures in this deck are human so it works as pump very well. Or it can be cast to suppress enemy.
Hyena Umbra: More pump and gives and "extra life" to the attached creature.
Felidar Umbra: Pretty much ^^
Winds of rath: The goal would be to have most or all of your creatures to have auras, then cast this to clear your opponents board and sweep away.

Example of opening 5 turns.
1: Plains
2: Plains and Palanx leader
3: Plains and Bonds of faith on Phalnx leader and attack for 4/4
4: Plains and Flickering Ward on Phalanx making him 5/5 then remove it and cast again making him 6/6. he is protection from chosen colour and 6/6 on turn 4. After attacking remove flickering ward with leftover mana.
5: Plains and Etheral armor adds 3/3 and attack again 4/5 mana still up and cast flickering ward twice to make phalanx leader 11 and unblockable for the possible kill.

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