*Blazin' Pink Fury* [ur8, Ir8],
How it Works
Alrighty, this is v 4.0, and I need some more advice on tweaking it.
Firemane Angel - This deck is based around the combo of this card and Searing Meditation. With those two out, 2 mana is turned into you gaining one life, and your opponent losing 2, every turn.
Searing Mediation - The deck utilizes this card to no end. Capable of dealing 2 damage to your opponent whenever I gain life is pretty sweet. Plus, it has cool looking art.
Marble Titan and Reverence - These two cards together can pretty much lock up your opponent. When both of them are out, Creatures with power 2 or less can't attack, and creatures with power 3 or greater don't untap druing their untap step.
(NOTE: I know that reverence is what is stopping this deck from being Standard, and when I go to a standard tournament I take them out and add in devouring light)
Children of Korlis and Martyr of Sands - These two cards are quite beneficial in all stages of the game, early or late. Children of Korlis is incredible, it costs only 1 mana and you prevent all damage done to you for an entire turn, not just one source, etc. Martyr of Sands is best early off, when you have 3-4 white cards in your hand (a.k.a. 9-12 life).
Proclamation of Rebirth - This is the lightweight beast of White. This cards beasts almost any I can name in the current White standard playset. It brings back my Korlis and Martyr for only 1 mana. And, if I want to send my opponent into epoplexy, I can forecast it every turn past 6th to prevent all damage done. Every turn if I feel particularly mean.
Heroes Remembered - Wow. That was my reaction to this card when I looked at the card list today. I mean, If I last to turn 11, I'm pretty much set. With this card on the field, it's like a ticking time bomb is set infront of my opponents face, and it's set to 11 seconds. One such thing I like to do is smack this card down turn one, and then, as soon as it triggers, I play a storm herd, and then slap down 50 some odd 1/1 flyers. They give me near infinite blockers, and somehow I can ditch the reverence, if my opponent hasn't done so already.
Wrath of God - I only have one copy (and I'm not going to buy anymore) but it works great if I need it. That's also why I have the desolation giant [/c]'s sideboarded, just incase I play aggro. Generally, I can definetly last until turn 6 against aggro, because I can either prevent the damage, gain it back or just abosrb it with my "glorious life cushion".
All of the other cards are used in combination with either Searing Meditation or Children or Korlis/Martyr of Sands. I have only ONE wrath of god, and it sustains my needs quite well.
[c]Dawn Charm[/c] - Great card, I can bring back a Children of Korlis/Martyr, prevent the damage for that turn, or counter a spell that would realy hurt me, (maybe a traumatize).
[c]Lightning Helix[/c] - Great cad. If I wait until I have out a searing meditation, I can turn four hit for 5 and gain 3, for only 4 mana. I think that's great.
Alright, this deck is still slightly budget, so I'm definetly not adding in any painlands or dual lands.
Credit: This deck was inspired dariaaz44, and his pInK CrRl deck. I took the idea and ran with it.
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