This is a very fast R/W Weenie deck, focusing on utilizing the "Heroic" mechanic to swamp the board with a lot of tokens, give them all +x/+x / trample / first strike. This is not a late game deck - the goal is to end the game before turn 7 or 8. It is fairly budget friendly, and look forward to tweaking as more of the Theros block becomes available. Any comments/criticism is greatly appreciated! If you decide to build the deck, and take it to your local store for some standard play, I'd love to hear how you did! (tough matches?)
Creatures
Akroan Crusader and Young Pyromancer -Fill your board with 1/1 Tokens.
Phalanx Leader and Anax and Cymede -Heroic triggered on both of them means all of your attacking creatures get +2/+2 and gain trample. Did I mention the Phalanx Leader +1/+1 sticks, and only gets bigger?
Favored Hoplite -Very nice 1 drop that can block/attack, and with a Heroic trigger becomes a 2/3 that prevents all damage done to him for the turn!
Instants
Coordinated Assault , Dauntless Onslaught and Martial Glory -Providing all of the "Heroic" triggers we need, and even some First Strike.
Magma Jet -Gets rid of early blockers, and you can Scry for 2! Anything else need to be said here? This card is a very awesome uncommon!
Boros Charm -Possibly a Heroic trigger when needed, an anti board wipe against things like Supreme Verdict, or that last 4 damage you need to finish someone! Seriously love this card!
Enchantments
Chained to the Rocks -A 1 casting cost removal of ANY creature on the field. This is pretty self explanatory.
Sideboard
VS Aggro : I really wouldn't change much here. If you did want to shell out a ton of money for them, replace the Gods Willing in your SB to Boros Reckoner, and then switch out Dauntless Onslaught.
VS Midrange: +2 Chained to the Rocks, +3 Mizzium Mortars, +3 Gods Willing, -4 Magma Jet, -4 Coordinated Assault. Chained and Mizzium for their big creatures, and Gods Willing to negate their removal. Two damage from Magma Jet and first strike from Coordinated won't do much here.
VS Control: +3 Glare of Heresy, +3 Gods Willing, -4 Magma Jet, -2 Chained to the Rocks. Glare of Heresy is your answer to Elspeth, Sun's Champion and Detention Sphere. Gods Willing for more anti removal/bounce back. Taking out the Magma Jets and Chained, as they aren't really effective here.
Rest in Peace and Wear / Tear are there for anything else that may come up at a local FNM. Rest in Peace being anti graveyard, and Wear/Tear is pretty self explanatory.
I am ALWAYS willing to listen to comments/criticism. Thanks for taking the time to have a look through my deck idea.