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[Strategy] Sligh Decks - Concepts and History

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Frank Kusumoto

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Nov 14, 1996, 3:00:00 AM11/14/96
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School of Sligh-Kimes

Edited/written/revised by Frank S. Kusumoto - 8 Nov 1996.
With Thanks to Paul Sligh, Arthur Kimes, Stefano Genestreti,
Richard Hassell Jr. and Jay (Geeba) Schneider.

The following is a compilation of writings from the magic
strategy newsgroup and the mtg-l-strategy list. Originated - or
at the very least popularized - by Paul Sligh, this deck made a
splash at the Atlanta Pro-tourney by ending up in the final four.
It lost to a Necro-Deck (but had beaten several to get there). I
have added the ‘Kimes’ designation because of the extensive
testing and writing that Arthur has done in contribution to this
deck.

The Sligh deck is an odd looking deck that utilizes many
scoffed at cards - for good reason usually - but is illustrative of
how a well designed mono-color deck can get by with slightly
substandard cards by utilizing its color’s strengths (and a
good sideboard). It is also instructive to see how the concepts
of selective mana-denial and card advantage can be
integrated successfully with the goal of killing your opponent
quickly. In some ways I think this mirrors the successfulness
of the four hymn Necro, which strove to do much the same. In
essence, the Sligh deck is a mono-red weenie control deck,
just as many versions of the Necro deck were mono-black
weenie control decks. It also illustrates how a deck that begins
with an overall strategy, a plan if you will, can be competitive
without a major expenditure of money (less than $60
w/sideboard). Encouraging reports have come in from all over
the country - and the world - on the effectiveness of the Sligh
deck in the tournament environment.

The following decks and associated commentary are listed in
chronological order to emphasize the historical and
evolutionary aspects of this particular deck’s genesis and
subsequent modifications. I do this in the hope this will more
fully show how deck types have evolved and changed with the
environment through the last 6 months. Please send
comments, criticisms, and suggestions to
fkus...@ix.netcom.com

Here’s the deck that started it all at the Atlanta Pro-Tourney -

Note: This deck was constructed under the “5 of all current
expansions” rule used in the pro-tourney. As such it is not
optimized for Standard Type II play. (i.e., note Goblins of the
Flarg plus Dwarves, not a good combo to play on yourself.)

Orcish Librarian Deck, PT1 format, by Paul Sligh:
Jun ‘96

2 Dwarven Trader
2 Goblin of the Flarg
4 Ironclaw Orcs
3 Dwarven Lt.
2 Orcish Librarian
2 Brothers of Fire
2 Orcish Artillery
2 Orcish Cannoneers
2 Dragon Whelp

4 Lightning Bolt
4 Incinerate
1 Fireball
1 Immolation
1 Shatter
1 Detonate

4 Brass Man
1 Black Vise

4 Strip Mine
4 Mishra's Factory
2 Dwarven Ruins
13 Mountain

Sideboard

4 Mana Barbs
2 Serrated Arrow
1 Shatter
1 Detonate
1 Fireball
1 Meekstone
1 Zuran Orb
3 Active Volcano
1 An-Zerrin Ruins

-----

Concepts and observations on Sligh Deck w/Jay
Schneider, July ‘96:

The original Sligh deck, called “Geeba”, was created by Jay
Schneider, using the following guidelines -

Concept #1: The most important one. The Mana Curve. A
true Sligh deck (and any good active deck) is optimized to use
the mana curve that comes from playing one land per turn,
and using ALL of it's mana on every turn. This is done using a
"tiered" system. When you look at a Sligh deck you should see
“slots”, not specific cards. Taking this approach Sligh looks
like this:

1 mana slot: 9-13
2 mana slot: 6-8
3 mana slot: 3-5
4 mana slot: 1-3
X spell: 2-3
Lightning bolt (critter kills): 8-10
mana 23-26 15-17 of color

In a deck designed to use it, it is highly effective to use all of
your mana each turn. Think of how often Sligh's 1 casting cost
critters do 5 - 10 points of damage before they are neutralized
or dealt with.

Concept #2: Card Advantage. It doesn't look like it but Sligh
is built on card advantage. The key is selective card
advantage. All of the cards in Sligh are effective by
themselves. Sligh is very effective at killing all of an
opponents creatures, thereby rendering creature support
cards useless. Orcish Artillery represent the culmination of this
principle, i.e. a useful card in and of itself that also gains card
advantage if it’s special ability is used just once.

Concept #3: How the attack progresses. First on the ground,
which an opposing deck should eventually stop. Then in the
air. If this attack is stopped then finish them off with direct
damage.

Other concepts:

No color problems. Fast but steadily increasing pressure (a
result of the tiered progression.) ManaBarbs are the sideboard
answer to (almost) everything. Artifact Damage, i.e., the Brass
Men, plink away through COP:Red, thus providing a colorless
source of damage. Mishra’s Factories have the same
advantage. With the current heavy use of mass creature
destruction Factories provide a hedge.

Current Alliances Sligh is still evolving but has at least 2-3
Thawing Glaciers - they go in the one slot. It totally changes
your mana curve but if you analyze it you can build the deck to
work with the square wave that Glaciers provide. The
Thawing Glaciers also give you card advantage, thus
strengthening Concept #2. Pillage works well, a stone rain and
shatter rolled into one, which makes it the red counterpart to to
a Disenchant.

Using exactly two Orcish Librarians came about through trial
and error. One criticism of the deck is that it is hosed by
COP:Red. Besides the use of Artifact damage sources and
Manabarbs, another common solution to the COP is the siege.
Attack with waves every turn, don't let them use their mana
and eventually draw more critters than they have mana. Also,
there is the sideboard solution, Manabarbs.

One of the more entertaining aspects of Sligh is the looks on
opponents faces as they die to a Orc or a Dwarf. In many of
the games with the Sligh deck people look at it and give me
advise on how to improve it. (Adding white, bigger creatures
etc.) Also, don’t expect to get much respect with this deck (the
first time around). Comments such as “I shouldn't have lost to
this, My deck always beats this deck...” etc., will abound.

Orcish Captains are a great card for the deck (they kill a Serra
1 in 4). In earlier incarnations Atogs were a good creature
choice. In non-alpha restricted tourney Alpha Orcish Artillery
are doom. With 4 Pillage and strips you get strong L/D. Also
they make great combos with everything.

----------

The next deck, modified for Standard Type II play has been
played by Arthur Kimes of Costa Mesa, CA with great success
in the Arena and Tournament play. Originally constructed in
August of ‘96, it was particularly effective with the four Strip
mines and two pillages at inducing mana problems in
opposing decks. This deck, it’s various offspring, and good
play, helped Arthur along his way into the top #100 ranked
DCI players.

Arthur’s Sligh Deck (v2.2)
Sep ‘96

2 Gorilla Shaman
3 Ironclaw Orcs
2 Orcish Librarian
3 Dwarven Soldier
2 Brothers of Fire
4 Orcish Artillery
2 Storm Shaman
1 Sabretooth Tiger
2 Dragon Whelp

4 Incinerate
4 Lightning Bolt
1 Death Spark
2 Pillage

1 Brass Man
1 Walking Wall
1 Lodestone Bauble
1 Black Vise

3 Mishra's Factory
2 Thawing Glaciers
4 Strip Mine
2 Dwarven Ruins
15 Mountain

Sideboard
2 Meekstone
1 Serrated Arrows
1 Tormod's Crypt
2 Winter Orb
1 Zuran Orb
4 Manabarbs
2 Pillage
2 Anarchy

Arthur has taken this deck to the final four and beyond in many
smaller (50-120 ppl) tourneys at the Costa Mesa ‘Slam Pit’
(tough competition) .

----------

Observations on Arthur’s Sligh deck w/Arthur Kimes,
early September ‘96:

This Sligh deck is a mono-red weenie control deck. The first
component of the deck is its offensive overload, i.e. 26
weenies (more than most White Weenie decks!). and a
complementary dose of Direct Damage (DD), 8 bolts, plus a
Death Spark. Six of the Weenies have reusable direct
damage, bringing the count up to 15 sources of DD,
one quarter of the deck. The second component, Land
Destruction (LD) (4 Strips plus 2 Pillage), is used for quick
wins against opponents who are slightly mana-screwed - that
is, to give them a MAJOR mana screw - to deny one color vs.
multi-color decks and to kill dangerous specialty lands
(Kjeldoran Outpost, Thawing Glaciers, etc.).

The manabarbs in the sideboard are the answer to COP:Red
and 100 other questions. ("What do you do against ...." "Play
a ManaBarb"). Specifically, they also work against Millstones,
pump-knights, Nev's Disk, Wrath of God, StormBind,
Jayemdae Tomes, Jalum Tomes, Conversion, Justice, Infernal
Darkness, Disrupting Sceptres, etc. - anything that requires
continous mana expenditure. They are massively disruptive.

Lack of Combos plus mono-color equals VERY consistent
performance in tournaments. Lack of Combos also means
that the deck has good resistance to early Hymns and
Stupors. Yes, 2 or 3 of them early will hurt, but they'll hurt this
deck less than many other decks. It's still a fight, not a rout.

Most of this deck can function with 3 mana or less in play.
Sligh's original deck was even thriftier. Being able to get your
game going and to disrupt the opponents game even during a
mild mana screw allows you to save game after game that
more mana-intensive decks lose.

The sideboard is mostly devoted to fighting other deck
STYLES, not other colors. So those clever Sleights and
Hacks that get sideboaded in before game 2 turn into wasted
cards - Anarchy’s notwithstanding.

Four Orcish Artillery are essential in a Necro heavy
environment. Two Anarchy's in the sideboard because of
the recent infestation of mono-white White Weenie - thanks
to the World Champion deck. Tormod's Crypt in the
sideboard because of a recent trend towards Graveyard
manipulation - Krovikian Horror's, Ivory Gargoyles and such.

------

Notes from Arthur on how a Sligh deck deals with:

1. Permission decks:
Cast a lot of spells. There shouldn't be combos in the deck
so if the permission player doesn't counter the Orcish Gunner
because he plans to save the counter for the Spirit Link he's in
for a surprise. Control Magics aren't scary - what creature in
the deck is WORTH stealing? Even the best attacker, the
Dragon Whelp, can't be pumped unless he's playing Red also.
What's the must counter spell? After sideboarding I bring in
Winter Orbs against Permission decks - and probably
Manabarbs. It's tough to pay UU and 2 life to counter an
Ironclaw. And if he counters the 'barbs then the 'claw hits the
table.

2. White Weenie decks:
Bolt the first strikers then attack. Don't worry if his blockers
can kill your attackers if his blockers also die. Trading
creatures one for one is just fine, you have more creatures
than the majority of WW decks. He'll run out before you. And
your gunners and Brothers of fire are REUSABLE weenie
killers - all of his are one shot deals. Thus you will gain card
advantage. Beware the Wrath of God though, playing more
than three creatures against any opponent is dangerous.

3. Necro
Bolt the hyppies. Bolt the orders if he holds them back for
blocking. Play Orcish Gunners and watch him cry. Attack
with weenies. Don't play too many creatures at once (2 or 3
is fine) unless you have 2 spells which will nail a disk in your
hand (and a lot of other cards which will make it unlikely that a
Hymn will get both of them). Side in the Manabarbs after the
first game - look at their face when you play one. Ghostlike...
The Sligh decks that I've played have between 14 and 16
ways to kill an Hypnotic Specter. Hymns hurt but the
combo-less nature of the deck means a Hymn just gives him
card advantage - he doesn't get the bonus of disrupting your
combos as well. A good Necro player will take out his
Necropotences for something more worthwhile after the first
game - look for Contagions and Terrors/Banishings. In this
though, you have already won half the game, by forcing the
Necro player to forego a card central to his strategy.

4. Land Destruction (LD):
LD shouldn't be a problem with most of your attacking
creatures costing 2 and 3 mana. Thawing Glaciers and
Lodestone baubles (standard in my version) make LD a very
difficult strategy to pull off. And of course, you can counter
with your own LD, which will scare the bejeezus out the LD
player (LD’s worst enemy is LD). Against LD, don’t play more
than two creatures at a time. LD decks are usually prepared for
weenie hordes, and will sideboard heavily after the first game.

5. Ehrnamggedon:
Bolt the elves. Pillage and strip the white mana. If he gets a
lot of plains out then work on the green instead. Hold back
some land. If all he has out is an Ernie and you have
3 Ironclaws, he's not going to attack and he's not going to
'geddon either. Side in the Meekstones.

6. Ehrnham and Burn'em
You have more creatures than he has bolts. Side in all your
meekstones. Don't cast them until after the Ernie (or
whatever) is tapped. Concentrate your LD on the Green mana
- he's not going to beat you with just bolts.

7. Stormbind:
Stormbind is a good card against Sligh decks but I've won a lot
of games where the opponent has a Stormbind out (and
nothing else but land). I just keep playing x/2 and x/1
creatures until he's emptied his hand - I even attack with
Mishra's to draw more cards from his hand. Then I drop a
Whelp or Storm Shaman and he's in trouble. The lowly
Brassman and Walking Wall is especially annoying to the
Stormbinder. It's important to keep playing creatures against
Stormbind otherwise he can save up his cards and hit YOU
with them. Manabarbs work against Stormbind. But I usually
wind up siding other cards against decks that use Stormbind -
such as meekstones. Decks that have Stormbind usually have
big critters too.

---------

European Sligh
Sep ‘96

As modified and played by Stefano Genestreti, this deck came
in 2nd at the European PT qualifier.

2 Gorilla Shaman
4 Ironclaw Orcs
2 Dwarven Soldier
2 Orcish Librarian
2 Orcish Artillery
2 Storm Shaman
1 Brothers of Fire
1 Sabertooth Tiger
1 Dragon Whelp
1 Marton Stromgald

4 Lightning Bolt
4 Incinerate
2 Death Spark
1 Fireball
1 Orcish Oriflamme
2 Pillage
1 Jokulhaups

1 Walking Wall
2 Brass Man
1 Black Vise

4 Strip Mine
4 Mishra's Factory
2 Dwarven Ruins
14 Mountain

total: 61 cards

Sideboard:
4 Manabarbs
3 Meekstone
1 Zuran Orb
2 Pillage
2 Wnter Orb
1 Primitive Justice
1 Detonate
1 Serrated Arrows

This is a solid example of a Sligh deck. The Orcish Oriflamme
and Marton Stromgald are weaker but viable choices for the
main deck. The use of Jokulhaups as a reset button was
useful to Stefano in at least one match, and is a reasonable
variant choice.

--------

DENVER SLIGH (Post DCI - Oct ‘96 Restrictions)
Oct ‘96

4 Goblin Balloon Brigade
3 Gorilla Shaman
4 Ironclaw Orcs
2 Dwarven Lt.
2 Orcish Librarian
4 Orcish Artillery
1 Orcish Cannoneer
1 Ball Lightning
2 Dragon Whelp

4 Lightning Bolts
4 Incinerate
3 Guerrilla Tactics
2 Fireballs
2 Pillage
1 Shatter
1 Primitive Justice

1 Black Vise

1 Strip Mine
2 Dwarven Ruins
2 Mishra’s Factory
15 Mountain

Total: 61 cards

Sideboard:
2 Pillage
2 Meekstone
1 Serrated Arrows
2 Anarchy
4 Manabarbs
4 REB

Many people only realize what this deck does after the second
game. Most people do not take it seriously, and figure
anybody playing it is a newbie (after all, who plays with
Ironclaws and Dwarven Lieutenants?), that is their mistake...
and I believe it works to the advantage of the Sligh player in a
great many situations. IMO, the deck works just like a R/G
weenie deck, but without the mana screws. Simply clear the
opposition, and pound with weenies. The Orcish librarian is
brutally effective, and often is killed over a whelp in the second
or third game. Certainly this deck can be easily hosed - any
deck can - but the decks that can hose it are not often in the
final 8. It brutalizes Necro and U/W decks. This version has
taken 1st twice in it’s two outings at small tourney’s.

Some design/sideboard considerations:

No Enchantments, one artifact in main deck. This usually
equals dead cards in the opponents hand. That usually
changes after sideboarding (Manabarbs, Meekstone, Arrows)
and will knock some opponents for a second loop. Guerrilla
Tactics usually come out of the main deck, along with one
Dwarven Lt. and a fireball for an average switch of 5 cards.
The Orcish Artillery are key in creating a one to many card
advantage, along with the Fireballs, Gorilla Shamans, and
Primitive Justice. The Manabarbs, as noted above, are quite
effective against many deck types, if only for two more points
of damage as disenchant bait (if they left the disenchants in -
that is).

----------

"Red Heat" - Sligh T1.5, by Richard Hassell Jr.
Oct ‘96

2 Gorilla Shaman
4 Ironclaw Orcs
2 Orchish Librarian
3 Orchish Artilery
2 Orchish Cannoneers
2 Storm Shaman
2 Brothers of Fire

4 Lightning Bolt
4 Incinerate
4 Guerilla Tactics
2 Death Spark
4 Pillage

4 Strip Mine
4 Mishra's Factory
1 Thawing Glaciers
16 Mountains

Richard played this deck in a Type 1.5 tournament and won.
Surprisingly enough, this deck was TII legal just the month
before he made it (pre-Strip Mine restriciton). The tourney
was 16 person, single elimination. As you can see, Richard
went a little bit heavier into Land Destruction and burn spells
than a stock Sligh, and that seemed to help his deck quite a
bit.

------------

Now that Mirage is here and tourney legal expect to see the
Sligh deck evolve again. The Goblin Tinkerer is a big win, the
Dwarven Miner and the Goblin Soothsayer look good, and the
torch, hammer, and elite infantry may also find their spots in
the Sligh deck. Goblin Scouts are also a strong possibility, as
is Builder’s Bane. Time marches on.

With thanks to Rob Hahn for his Schools of Magic and the
high standard it has set. Comments, suggestions and
criticisms are all welcome and should be directed to:
fkus...@ix.netcom.com


Daniel Brickwell

unread,
Nov 15, 1996, 3:00:00 AM11/15/96
to

Hi,

in a great Article,

fkus...@ix.netcom.co says...

>
>
>School of Sligh-Kimes
>

Thabks a lot for this great article. Ihave only been playing Sligh the last 4
weeks or so, but ofcourse I have some comments.

>
>Concept #1: The most important one. The Mana Curve. A
>true Sligh deck (and any good active deck) is optimized to use
>the mana curve that comes from playing one land per turn,
>and using ALL of it's mana on every turn. This is done using a
>"tiered" system. When you look at a Sligh deck you should see
>“slots”, not specific cards. Taking this approach Sligh looks
>like this:
>
> 1 mana slot: 9-13
> 2 mana slot: 6-8
> 3 mana slot: 3-5
> 4 mana slot: 1-3
> X spell: 2-3
> Lightning bolt (critter kills): 8-10
> mana 23-26 15-17 of color
>

Here we have a problem the addition of Thawing Glaciers and the abscence of
Stripmine ruin/change the mana curve of the Sligh Deck considerably. If you
want to keep 6 LD. You need to add 3 3-cc spells. Yet the Artilleries are an
integral part of the deck. This leaves you with atleast 8 CC-3 Spells

I have

2 Artillery
2 Canonners
4 Pillage

Others would also add Storm Shamans, Sabretooth Tiger, Brothers of Fire,
Uthden Trolls or Stone Rains!

This change has seriuos implications for the mana ratio and the style of
play. You can no longer garantuee a simple run-over win, but you are
probably going to have to attack in destinct Waves or have to go more
for the DD kill.

>
>Current Alliances Sligh is still evolving but has at least 2-3
>Thawing Glaciers - they go in the one slot. It totally changes
>your mana curve but if you analyze it you can build the deck to
>work with the square wave that Glaciers provide.

If I had to assign Glaciers a mana slot (I would usually count them as mana)
I would put them in the 2-mana slot.


>
>Orcish Captains are a great card for the deck (they kill a Serra
>1 in 4).

If he gets control magiced though, all your orcs are dead meat until he is
gone, which admittedly shouldn't be a problem.


>------
>
>Notes from Arthur on how a Sligh deck deals with:
>
>1. Permission decks:

>2. White Weenie decks:
>3. Necro
>4. Land Destruction (LD):
>5. Ehrnamggedon:


>6. Ehrnham and Burn'em

>7. Stormbind:

What is sorely missing is, how to deal with Turbostasis. My personal
favorites there are Pyroblasts and Gorilla Shamans in the sideboard.

Also Prison, Song decks can be a problem, Lodestone Baubles in the
sideboard?


>
>With thanks to Rob Hahn for his Schools of Magic and the
>high standard it has set. Comments, suggestions and
>criticisms are all welcome and should be directed to:
>fkus...@ix.netcom.com
>

Keep up the good work!

Friendly Greetings,

Daniel


The OrcMarine

unread,
Nov 16, 1996, 3:00:00 AM11/16/96
to Daniel Brickwell

Thanks for a great post! Ive put together a Sligh deck (haven't tested
it yet) that utilizes Books of Rass, to help me draw those weenies. Do
you think this is a viable choice? The high cost of it worries me, but
could be a great help if it gets into play. I also have fissures, to
get rid of lands or nasty creatures, but this too has a high casting
cost. Will these choices work?
It also uses dwarven warriors. The previous article mentioned how the
attack of a Sligh deck progresses in three parts: 1:Non-flying Creatures
attack, 2: Flying creatures attack, 3: Fry with direct damage. The
Dwarven Warriors can help the walking creatures stay on the offense even
when your opponent has thrown up creature defense. Also, many of the
creatures have inherint pump agilities, such as a Storm Shaman and this
helps augment the DWs abilities. With this in mind, it might be nice to
add Fire-Breathings, but the DW FB mix comes close to a combo, which
ain't too hot in a Sligh deck. Whattdaya think?
And finally, with the removal of Ice Age from TII, i'm thinking
Phyrexian Portals instead of Orcish Librarians?
Well, thanks for listening to my ramblings.

-Cameron

Daniel Brickwell wrote:
>
> Hi,
>
> in a great Article,
>
> fkus...@ix.netcom.co says...
>
> >
> >
> >School of Sligh-Kimes
> >
>
> Thabks a lot for this great article. Ihave only been playing Sligh the last 4
> weeks or so, but ofcourse I have some comments.
>
> >

> >Concept #1: The most important one. The Mana Curve. A
> >true Sligh deck (and any good active deck) is optimized to use
> >the mana curve that comes from playing one land per turn,
> >and using ALL of it's mana on every turn. This is done using a
> >"tiered" system. When you look at a Sligh deck you should see

> >łslots˛, not specific cards. Taking this approach Sligh looks


> >like this:
> >
> > 1 mana slot: 9-13
> > 2 mana slot: 6-8
> > 3 mana slot: 3-5
> > 4 mana slot: 1-3
> > X spell: 2-3
> > Lightning bolt (critter kills): 8-10
> > mana 23-26 15-17 of color
> >
>

> Here we have a problem the addition of Thawing Glaciers and the abscence of
> Stripmine ruin/change the mana curve of the Sligh Deck considerably. If you
> want to keep 6 LD. You need to add 3 3-cc spells. Yet the Artilleries are an
> integral part of the deck. This leaves you with atleast 8 CC-3 Spells
>
> I have
>
> 2 Artillery
> 2 Canonners
> 4 Pillage
>
> Others would also add Storm Shamans, Sabretooth Tiger, Brothers of Fire,
> Uthden Trolls or Stone Rains!
>
> This change has seriuos implications for the mana ratio and the style of
> play. You can no longer garantuee a simple run-over win, but you are
> probably going to have to attack in destinct Waves or have to go more
> for the DD kill.
>
> >

> >Current Alliances Sligh is still evolving but has at least 2-3
> >Thawing Glaciers - they go in the one slot. It totally changes
> >your mana curve but if you analyze it you can build the deck to
> >work with the square wave that Glaciers provide.
>

> If I had to assign Glaciers a mana slot (I would usually count them as mana)
> I would put them in the 2-mana slot.
>
> >

> >Orcish Captains are a great card for the deck (they kill a Serra
> >1 in 4).
>

> If he gets control magiced though, all your orcs are dead meat until he is
> gone, which admittedly shouldn't be a problem.
>

> >------
> >
> >Notes from Arthur on how a Sligh deck deals with:
> >
> >1. Permission decks:

> >2. White Weenie decks:
> >3. Necro
> >4. Land Destruction (LD):
> >5. Ehrnamggedon:

> >6. Ehrnham and Burn'em

> >7. Stormbind:
>
> What is sorely missing is, how to deal with Turbostasis. My personal
> favorites there are Pyroblasts and Gorilla Shamans in the sideboard.
>
> Also Prison, Song decks can be a problem, Lodestone Baubles in the
> sideboard?
>
> >

> >With thanks to Rob Hahn for his Schools of Magic and the
> >high standard it has set. Comments, suggestions and
> >criticisms are all welcome and should be directed to:
> >fkus...@ix.netcom.com
> >
>

z

unread,
Nov 17, 1996, 3:00:00 AM11/17/96
to

On 15 Nov 1996 12:48:37 GMT, Br...@ccmailer.wiwiss.fu-berlin.de
(Daniel Brickwell) wrote:

>
>What is sorely missing is, how to deal with Turbostasis. My personal
>favorites there are Pyroblasts and Gorilla Shamans in the sideboard.

Basic Sli w/ pyros, manabarbs, and maybe a winter orb or 2 should cut
up TS in nice bite size chunks.

>Also Prison, Song decks can be a problem, Lodestone Baubles in the
>sideboard?

I think Prison just beats Sli (paper beats rock). With 16 ways to
nuetralize creatures, 8 of those ways yielding card advantage, and no
creatures the Sli deck loses all the card advantage it ussually gains.
Add some geddon and sheltered valleys and the Sli DD is nothing to
worry about. I love Sli - but my Prison deck has never lost to any
kind of weenie deck.


Ciao...


Frank Kusumoto

unread,
Nov 19, 1996, 3:00:00 AM11/19/96
to

z wrote:
>
> On 15 Nov 1996 12:48:37 GMT, Br...@ccmailer.wiwiss.fu-berlin.de
> (Daniel Brickwell) wrote:
>
> >
> >What is sorely missing is, how to deal with Turbostasis. My personal
> >favorites there are Pyroblasts and Gorilla Shamans in the sideboard.
>
> Basic Sli w/ pyros, manabarbs, and maybe a winter orb or 2 should cut
> up TS in nice bite size chunks.

This is fairly certain. Manabarbs/Worbs/REB/Shatter from sideboard,
mix to taste.

> >Also Prison, Song decks can be a problem, Lodestone Baubles in the
> >sideboard?
>
> I think Prison just beats Sli (paper beats rock). With 16 ways to
> nuetralize creatures, 8 of those ways yielding card advantage, and no
> creatures the Sli deck loses all the card advantage it ussually gains.
> Add some geddon and sheltered valleys and the Sli DD is nothing to
> worry about. I love Sli - but my Prison deck has never lost to any
> kind of weenie deck.

This is also fairly certain. One chink in the Prison though is the
Wildfire Emissary, which I forgot to include in the original article
as one of the best cards out of Mirage for this deck.

On another note I think the Prison deck, such as it is now, will be
weaker after IA rotates out. I think the Sligh deck will be just
as viable. Comments?

-Frank Kusumoto

Perry Moore

unread,
Nov 19, 1996, 3:00:00 AM11/19/96
to

>
> fkus...@ix.netcom.co says...


>
>
>>
>>Concept #1: The most important one. The Mana Curve. A
>>true Sligh deck (and any good active deck) is optimized to use
>>the mana curve that comes from playing one land per turn,
>>and using ALL of it's mana on every turn. This is done using a
>>"tiered" system. When you look at a Sligh deck you should see
>>“slots”, not specific cards. Taking this approach Sligh looks
>>like this:
>>
>> 1 mana slot: 9-13
>> 2 mana slot: 6-8
>> 3 mana slot: 3-5
>> 4 mana slot: 1-3
>> X spell: 2-3
>> Lightning bolt (critter kills): 8-10
>> mana 23-26 15-17 of color

If anyone out there could provide some background for this "Mana Curve"
concept and its derivation, i'd appreciate it. Guess i missed earlier
Usenet discussions on the subject. Looks
like something with wide-reaching ramifications for deck construction.

Seems to me that any mono-color "weenie-control" deck could be made from
this slot template, though spell emphasis would obviously vary:

Black - Terrors for creature removal & Drain Lifes as X-spells
White - Plows, Reprisals & Alabaster Potions
Blue - Counters, Boomerangs & Power Sinks
Green - ... more creatures, i guess?... & Stream of Lifes

Right now, i'm using a B/u discard/reanimation with Initiates, Bookworms,
Kjeldoran Dead (minor combo to kill a Bookworm if the opponent won't),
Spectres, Drain Lifes, Terrors, Dark Banishings, Essence Vortexes, a Mind
Warp, Mind Bombs, a Pox, and Dances and
Animates in creature slots. All in proportion as above. No Dark Rituals,
and it works great!

Am interested to see exactly how things like Rituals and LD (and Thawing
Glaciers, as mentioned in the original article) affect the curve. And how
much harder the multicolor deck curve would be.

Thanks in advance for your feedback,

Perry
--
P. Fitzgibbon Moore, B.Eng., Esq., Plumber at Large

Frank Kusumoto

unread,
Nov 19, 1996, 3:00:00 AM11/19/96
to

Perry Moore wrote:
>
> >
> > fkus...@ix.netcom.co says...

> >
> >
> >>
> >>Concept #1: The most important one. The Mana Curve. A
> >>true Sligh deck (and any good active deck) is optimized to use
> >>the mana curve that comes from playing one land per turn,
> >>and using ALL of it's mana on every turn. This is done using a
> >>"tiered" system. When you look at a Sligh deck you should see
> >>“slots”, not specific cards. Taking this approach Sligh looks
> >>like this:
> >>
> >> 1 mana slot: 9-13
> >> 2 mana slot: 6-8
> >> 3 mana slot: 3-5
> >> 4 mana slot: 1-3
> >> X spell: 2-3
> >> Lightning bolt (critter kills): 8-10
> >> mana 23-26 15-17 of color
>
> If anyone out there could provide some background for this "Mana Curve"
> concept and its derivation, i'd appreciate it. Guess i missed earlier
> Usenet discussions on the subject. Looks
> like something with wide-reaching ramifications for deck construction.
>
> Seems to me that any mono-color "weenie-control" deck could be made from
> this slot template, though spell emphasis would obviously vary:
>
> Black - Terrors for creature removal & Drain Lifes as X-spells
> White - Plows, Reprisals & Alabaster Potions
> Blue - Counters, Boomerangs & Power Sinks
> Green - ... more creatures, i guess?... & Stream of Lifes
>

Well, I think that two of these decks are already in use and being
played
every day... WW and Necro-Weenie. If you look at these decks they will
include:

22-26 creatures with majority of creatures having, 2cc or less and/or
special
abilities (pump, banding, random discard, DD).
10-16 utility spells/useful artifacts.
3-6 spells which stress card advantage or one-to-many card
relationship.
16-22 Land

The difference being, no one has done an analysis of either of those
decks with the Mana Curve in mind... the decks evolved into killing
machines w/out this powerful tool! :) Anyways, a bit of trial and
error, with thoughtful tuning, will reach the same result (You just
won't be able to tell someone else how to do it!).

A fairly decent mono-green deck is *always* in the works also, e.g., the
Winnipeg deck.

-Frank Kusumoto

Staffman

unread,
Nov 19, 1996, 3:00:00 AM11/19/96
to


Frank Kusumoto <fkus...@ix.netcom.com> wrote in article

> This is also fairly certain. One chink in the Prison though is the
> Wildfire Emissary, which I forgot to include in the original article
> as one of the best cards out of Mirage for this deck.

The Emissary is a great creature. I've lost to it several times playing a
WW deck. If it only had flying it would be one of the best creatures in the
game. The Emissary cannot stop a Serra and that's why I still use Dragon
Whelps for flying control.


> On another note I think the Prison deck, such as it is now, will be
> weaker after IA rotates out. I think the Sligh deck will be just
> as viable. Comments?

When Icy's, Necro, Pump Knights etc. leave Type II Sligh will be even more
viable. The only cards I'll be losing out of my deck are The librarians,
which are an inconvenience, and a Zorb. I have already found the
replacement for the librarian in the Goblin Recruiter from Visions. It may
not be Feb before he's legal but a Gorilla Shaman can sub until then.

> -Frank Kusumoto

Staffman

Perry Moore

unread,
Nov 19, 1996, 3:00:00 AM11/19/96
to

Frank Kusumoto (fkus...@ix.netcom.com) writes:
[Sligh alternatives in other colors]


>>
>> Black - Terrors for creature removal & Drain Lifes as X-spells
>> White - Plows, Reprisals & Alabaster Potions
>> Blue - Counters, Boomerangs & Power Sinks
>> Green - ... more creatures, i guess?... & Stream of Lifes
>>
>
> Well, I think that two of these decks are already in use and being
> played
> every day... WW and Necro-Weenie.

Oh yes... i guess i should have mentioned that the example deck i
described has a Necro (i only own one, no Disk :( ) and Orders? i depend
more on
discard and Terrors for card advantage in that case; if the Necro doesn't come
up, fine.
May post the full deck later.

>
> The difference being, no one has done an analysis of either of those
> decks with the Mana Curve in mind... the decks evolved into killing
> machines w/out this powerful tool! :)

Yes. i think my point, simply put, was that mana curving is potentially a
major deck optimization shortcut.

>
> A fairly decent mono-green deck is *always* in the works also, e.g., the
> Winnipeg deck.
>

Winnipeg deck? Hmm. i'm Canadian, i should have known about that... :P

Carl Devos

unread,
Nov 19, 1996, 3:00:00 AM11/19/96
to Frank Kusumoto

On Tue, 19 Nov 1996, Frank Kusumoto wrote:

> > >>Concept #1: The most important one. The Mana Curve. A
> > >>true Sligh deck (and any good active deck) is optimized to use
> > >>the mana curve that comes from playing one land per turn,
> > >>and using ALL of it's mana on every turn. This is done using a
> > >>"tiered" system. When you look at a Sligh deck you should see

> > >>=93slots=94, not specific cards. Taking this approach Sligh looks


> > >>like this:
> > >>
> > >> 1 mana slot: 9-13
> > >> 2 mana slot: 6-8
> > >> 3 mana slot: 3-5
> > >> 4 mana slot: 1-3
> > >> X spell: 2-3
> > >> Lightning bolt (critter kills): 8-10
> > >> mana 23-26 15-17 of color

> >=20


> > If anyone out there could provide some background for this "Mana Curve"

Me too.


> > concept and its derivation, i'd appreciate it. Guess i missed earlier
> > Usenet discussions on the subject. Looks
> > like something with wide-reaching ramifications for deck construction.

> >=20


> > Green - ... more creatures, i guess?... & Stream of Lifes

> >=20


> A fairly decent mono-green deck is *always* in the works also, e.g., the
> Winnipeg deck.

Could so give me more info about this Winnipeg deck?
I have played with a variation of Steven Liu's mono-green a couple of
months ago, did well (pre-alliances).=20
I am currently tuning a mono green, but it lacks testing.
I guess I would have problems against heavy LD, since most of big critters
cost 4 or more (Erhnams, Ants, Lhurgoyf, Insect...) and WoG of course :)
Cheers,
=09Carl


|_|
(*,*)
[`-']
------------------"-"------------------------------------------------------=
--
Carl Devos | http://student.ulb.ac.be/~cdevos/
|
cde...@ulb.ac.be | In the beginning, there was nothing. And God said:
| "LET THERE BE LIGHT."
| And there was still nothing, but you could see it.


Robert S. Hahn

unread,
Nov 20, 1996, 3:00:00 AM11/20/96
to

Also sprach Frank Kusumoto (fkus...@ix.netcom.com):

: > creatures the Sli deck loses all the card advantage it ussually gains.


: > Add some geddon and sheltered valleys and the Sli DD is nothing to
: > worry about. I love Sli - but my Prison deck has never lost to any
: > kind of weenie deck.

:
: This is also fairly certain. One chink in the Prison though is the


: Wildfire Emissary, which I forgot to include in the original article
: as one of the best cards out of Mirage for this deck.

:
: On another note I think the Prison deck, such as it is now, will be


: weaker after IA rotates out. I think the Sligh deck will be just
: as viable. Comments?

Frank, one comment/question.

Would Sligh not work as a R/G variant, or a R/B variant? Or, in my world,
the best of all things -- R/G/b. You can keep a bit of diversity in
damage, keep 8 bolts in, use creatures of both colors, and then in the
black variants, drop in Forsaken Wastes.

It seems obvious to me that the Sligh deck is better off in terms of
keeping the mana curve consistent, but it doesn't appear to be a bad try to
investigate diversifying the colors of the damage source.

-The Sophist

--
Robert S. Hahn rsh...@is.nyu.edu
NYU Law School, '97 http://pages.nyu.edu/~rsh9395/index.html

"Politics is a gun. Finance is knowing when to pull the trigger."
-- The Godfather, Part III

Michael Pilnick

unread,
Nov 20, 1996, 3:00:00 AM11/20/96
to

Perry Moore wrote:
> > fkus...@ix.netcom.co says...
> >>Concept #1: The most important one. The Mana Curve. A
> >>true Sligh deck (and any good active deck) is optimized to use
> >>the mana curve that comes from playing one land per turn,
> >>and using ALL of it's mana on every turn. This is done using a
> >>"tiered" system. When you look at a Sligh deck you should see
> >>“slots”, not specific cards. Taking this approach Sligh looks
> >>like this:
> >> 1 mana slot: 9-13
> >> 2 mana slot: 6-8
> >> 3 mana slot: 3-5
> >> 4 mana slot: 1-3
> >> X spell: 2-3
> >> Lightning bolt (critter kills): 8-10
> >> mana 23-26 15-17 of color
> If anyone out there could provide some background for this "Mana Curve"
> concept and its derivation, i'd appreciate it. Guess i missed earlier
> Usenet discussions on the subject. Looks
> like something with wide-reaching ramifications for deck construction.
> Seems to me that any mono-color "weenie-control" deck could be made from
> this slot template, though spell emphasis would obviously vary:
> Black - Terrors for creature removal & Drain Lifes as X-spells
> White - Plows, Reprisals & Alabaster Potions
> Blue - Counters, Boomerangs & Power Sinks
> Green - ... more creatures, i guess?... & Stream of Lifes
You missed something kinda important: other colors have different "mana
curves". Green's especially proceeds *much* faster than any other
color's. A deck built with the same theories as the Sligh (WAY mutated
for green) might include 4 Erhnams and Forces of Nature. But it doesn't
work mono-<fill in a color other than red(hmm, or blue)> because they
lack repeating creature removal. Hmm, blue... would this be true to
Sligh's original precepts?:
4 Brass Man These stop other weenie hordes,
4 Giant Turtle give time to develop
2 Sindbad Cheap, provide exceptional card advantage
with Excavations
4 Prodigal Sorceror These replace Gunners/Brothers,
4 Zuran Spellcaster don't fear mass destruction with
4 Suq'Ata Firewalker permission in hand.
2 Azimaet Drake These...
2 Air Elemental Or these, will handle the kill (if the
firing squad doesn't beat them to the
punch)

4 Counterspell Basic permission, *must* stop 'Geddon,
'Bind, Insects
4 Arcane Denial Spells must be cheap to keep casting
zappers
4 Dissipate Next cheapest, also note the lack of
X-spells

4 Mishra's Factory
1 Strip Mine This is post-Dec., obviously.
3 Soldevi Excavations
14 Islands

> Am interested to see exactly how things like Rituals and LD (and Thawing
> Glaciers, as mentioned in the original article) affect the curve. And how
> much harder the multicolor deck curve would be.

Me, too.

Michael Pilnick
mpil...@vt.edu
http:\\www.vt.edu\M\mpilnick\

Frank Kusumoto

unread,
Nov 21, 1996, 3:00:00 AM11/21/96
to

Robert S. Hahn wrote:
>
> Would Sligh not work as a R/G variant, or a R/B variant? Or, in my world,
> the best of all things -- R/G/b. You can keep a bit of diversity in
> damage, keep 8 bolts in, use creatures of both colors, and then in the
> black variants, drop in Forsaken Wastes.
>
> It seems obvious to me that the Sligh deck is better off in terms of
> keeping the mana curve consistent, but it doesn't appear to be a bad try to
> investigate diversifying the colors of the damage source.

Yes, the Sligh concept does work well in a R/G mode. But let's look
at the numbers. A simple case of 11 Green and 11 Red sources of Mana
in a deck means roughly a 10% chance of not having one or the other
color of mana availabe by turn THREE. Mana-Screw. Half the remaining
cards in your hand (4-6) are probably useless, e.g., I have the bolt
but no mountain, hello Mr. Hypnotic Spectre! This is a simple scenario,
not counting the probability of having a Quiron elf or Mana Bird, but
is still illustrative of the problem that Sligh tries to solve, i.e.,
consistency. On the other hand, diversifying color sources of damage,
and adding those neato green cards (Ernham, Sylvan Library, etc.) does
have it's advantages. On the other hand, that tenth game that the R/G
deck can't use half it's deck by the third turn, Sligh will roll over
it.
That being said, a R/G deck designed with the mana curve in mind, and
card efficiency (no tinderwalls), operates quite well.

On another note, the killing power of the Artillery is often overlooked,
and needs an almost Mono-color deck to support it... The Blinky vs.
Artillery ruling is also a good one to know.

Anyways, the Sligh deck does run just like your typical R/G deck, i.e.,
clear the blockers with bolts and kill by creature damage. The
addition of pumpers (Storm Shaman, Lt.), flyers (Whelp), and
re-usable DD (Artillery, Hammer), are what set it apart from the
R/G deck. The Orcish Librarian is as useful (if more vulnerable)
than the Sylvan Library. The OL has the advantage of doing damage
when it's not needed. The mana curve can be utilized by any mono
color deck, notably White and Blue, but each color deck will have
it's own quirks, idiosyncracies, weaknesses and strengths.

-Frank Kusumoto

Linda Fisher

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Nov 21, 1996, 3:00:00 AM11/21/96
to

Frank Kusumoto (fkus...@ix.netcom.com) wrote:

: On another note, the killing power of the Artillery is often overlooked,


: and needs an almost Mono-color deck to support it... The Blinky vs.
: Artillery ruling is also a good one to know.

Okay, this has been mentioned several times...so what is the Blinky
vs. Artillery ruling? I'm *dying* to know! Thanks for any help,

George K. (on my S/O's address)


Frank Kusumoto

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Nov 21, 1996, 3:00:00 AM11/21/96
to


You do not take the 3 points of damage if the effect fizzles. [Aahz
06/06/94]

Quite significant.

-Frank Kusumoto

Icepick

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Nov 21, 1996, 3:00:00 AM11/21/96
to

Linda Fisher <lfi...@garnet.acns.fsu.edu> wrote in article
<571knn$p...@news.fsu.edu>...

> Frank Kusumoto (fkus...@ix.netcom.com) wrote:
>
> : On another note, the killing power of the Artillery is often
overlooked,
> : and needs an almost Mono-color deck to support it... The Blinky vs.
> : Artillery ruling is also a good one to know.
>
> Okay, this has been mentioned several times...so what is the Blinky
> vs. Artillery ruling? I'm *dying* to know! Thanks for any help,

From Mox Perl:

"You do not take the 3 points of damage if the effect fizzles. [Aahz
06/06/94] "

Ergo, if Blinky is "bounced," the effect fizzles and you take no damage.


--
-Josh

#315 1662 DCI Points Sealed Deck (#9 in Minnesota)
#756 1694 DCI Points Type 2 (#11 in Minnesota)

my faith my grief my fear my blood my trust my flesh my hate my love
no more no less no fear no need no height no depth too great godspeed

ka...@freenet.edmonton.ab.ca

unread,
Nov 22, 1996, 3:00:00 AM11/22/96
to

Robert S. Hahn (rsh...@is.nyu.edu) wrote:

: Would Sligh not work as a R/G variant, or a R/B variant? Or, in my world,
: the best of all things -- R/G/b. You can keep a bit of diversity in
: damage, keep 8 bolts in, use creatures of both colors, and then in the
: black variants, drop in Forsaken Wastes.

From what I've seen, the appeal of the Sligh deck is that it's one of the
only consistent Mono-Red decks; diversifying the colors, while maybe
creating a good deck, loses this distinction. While I, personally,
dislike monocolor decks, I'm always happy to see non Necro/WW/Blue
Permission that works.
--
---
I want to know everything; nothing more, nothing less.
I can be reached at ka...@freenet.edmonton.ab.ca

Craig Sivils

unread,
Nov 22, 1996, 3:00:00 AM11/22/96
to

After my worst tournament performance in a long long time this past
Sunday, I decided I wanted something simple and completely different.

So after work, I THREW together a Sligh type deck to play in the
thursday night legends tourney. I didn't have time to tune it or even
test it, so I ended up throwing one each out of several cards I saw
appearing differently in some of the posted Sligh decks.

I also added a couple new things of my own. Noteably, war beasts and
a single Sheltered Valley.

The deck won first in a cake walk. The sheltered valley really rocked
hard in this deck. With the exception of the emissary and X dmg
spells, there's no need for more than 3 mana. The life from the
valley added up fast, and the setup pretty much made the war beasts
drawback a moot point (I'm getting life, I'm probabbly holding land).

If your playing a low mana cost Sligh deck, I really recommend
throwing in a single sheltered valley and seeing how it works for you.
After all, it's not like mishra's stick around long anyways :)


On a slightly different note, the 2 color lands and a valley setup
made me wonder if green pull off a cousin deck to Sligh. Drect damage
covered by Femeruf Archers, guild mages and aeopiles (maybe, beesting,
but probbly not). Lions and GG help quick offense, centaurs, bears,
spiders good creatures. Fallow earth, Elves of course, And if you
went heavy on the sheltered valleys (to make sure you get one, I know
you can't have multiples in play), maybe you could use the life to
actually pull cards using a sylvan library. It wouldn't be true
mono-green since you need red to power the guild mage, and once you
have red mana, the temptation to be use it would be great.

Any thoughts?

Craig


Jeremy Brower

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Nov 22, 1996, 3:00:00 AM11/22/96
to

On Fri, 22 Nov 1996, Craig Sivils wrote:

> After my worst tournament performance in a long long time this past
> Sunday, I decided I wanted something simple and completely different.
>
> So after work, I THREW together a Sligh type deck to play in the
> thursday night legends tourney. I didn't have time to tune it or even
> test it, so I ended up throwing one each out of several cards I saw
> appearing differently in some of the posted Sligh decks.
>
> I also added a couple new things of my own. Noteably, war beasts and
> a single Sheltered Valley.

I was thinking about making a sligh deck, for one of my friends
mainly, W/U is to powerful today, and I was thinking that was beasts would
probably be superior to ironclaw orcs. Sheltered valleys are a great way
to get the life needed to power the orc-cannons.

>
> The deck won first in a cake walk. The sheltered valley really rocked
> hard in this deck. With the exception of the emissary and X dmg
> spells, there's no need for more than 3 mana. The life from the
> valley added up fast, and the setup pretty much made the war beasts
> drawback a moot point (I'm getting life, I'm probabbly holding land).
>
> If your playing a low mana cost Sligh deck, I really recommend
> throwing in a single sheltered valley and seeing how it works for you.
> After all, it's not like mishra's stick around long anyways :)
>
>
> On a slightly different note, the 2 color lands and a valley setup
> made me wonder if green pull off a cousin deck to Sligh. Drect damage
> covered by Femeruf Archers, guild mages and aeopiles (maybe, beesting,
> but probbly not). Lions and GG help quick offense, centaurs, bears,
> spiders good creatures. Fallow earth, Elves of course, And if you
> went heavy on the sheltered valleys (to make sure you get one, I know
> you can't have multiples in play), maybe you could use the life to
> actually pull cards using a sylvan library. It wouldn't be true
> mono-green since you need red to power the guild mage, and once you
> have red mana, the temptation to be use it would be great.
>

Put 4 birds and a couple mirage elves to power the guild mage and for
bolts. I've played in sealed deck tourneys were the green and black guild
mages (the ones with a red ability), are vicious.

-Jeremy B.
> Any thoughts?
>
> Craig
>
>
>


Seth Jaffee

unread,
Nov 23, 1996, 3:00:00 AM11/23/96
to Jeremy Brower

On Fri, 22 Nov 1996, Jeremy Brower wrote:
> On Fri, 22 Nov 1996, Craig Sivils wrote:
[Stuff about a thrown together Sligh type deck]

> I was thinking about making a sligh deck, for one of my friends
> mainly, W/U is to powerful today, and I was thinking that was beasts would
> probably be superior to ironclaw orcs. Sheltered valleys are a great way
> to get the life needed to power the orc-cannons.

Hi Jeremy... So far I've had little luck with my Geeber deck. Of
course, I've only played it in group games... that kind of sucked.
I haven't given up yet though... I'll wait to play some 1 on 1s
before I do that.
I wanted to use War Beasts as well, also some other creatures
instead of the 'stock' stuff, but I thought I'd try what has worked for
others to see how the deck works, then manipulate it to my own taste.
I figured out what the Librarians are for... I was playing Dave at VI
on Thurs. and he put out a Glacial Chasm JUST before I smoked him (even
with a Zuran Orb in play AND 2 Bloom powered Life Drains). I had only
played 1 Pillage (out of 4 + 2 stone rain), and I REALLY wanted to draw
another. I was holding the Librarian for a few turns because I wanted to
play other things like Ironclaws for their offensive capability against
thes Necro Bloom monstrosity.
If I had played them sooner, I couldv'e used them... and sure
enough, there were *2* LD in the next 8 cards (but not in the next 1). I
could've won if I had drawn LD, but instead I lost next turn to a big
Drain Life.

> bolts. I've played in sealed deck tourneys were the green and black guild
> mages (the ones with a red ability), are vicious.

Yeah, viscious... too bad about Mana Screws... And too bad about
underestimating those Damn Hordes..! ;)


- Seth

Trevor Barrie

unread,
Nov 24, 1996, 3:00:00 AM11/24/96
to

Frank Kusumoto <fkus...@ix.netcom.com> wrote:

>On another note, the killing power of the Artillery is often overlooked,
>and needs an almost Mono-color deck to support it... The Blinky vs.
>Artillery ruling is also a good one to know.

Are you referring to the fact that, if the Artillery's target vanishes
before the effect resolves, the 3 damage doesn't go off? Or is there some
esoteric ruling regarding these two cards?

Yeah, the Artillery rules (but the Cannoneers are cooler:)). I've been
toying with a monogreen Sligh-like deck, but I can't come up with an
adequate reusuable damager. (Thorn Thallids aren't _terrible_, but they're
too slow.)


Jeff Hall

unread,
Nov 24, 1996, 3:00:00 AM11/24/96
to Trevor Barrie
the only thing that even comes close is the femeref archers. other than
that there isn't anything as far as reusable plinkers. Splintering
winds might provide an alternative however. I've been trying it in my
green/sligh deck and it works alot better than i thought it would. You
just have to weigh the decision aboiut killing your creatures with
killing his (it's great when they see their serra killed and you only
take two :)

Brent Bourgoine

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Nov 25, 1996, 3:00:00 AM11/25/96
to

On 15 Nov 1996 12:48:37 GMT, Br...@ccmailer.wiwiss.fu-berlin.de
(Daniel Brickwell) wrote:
>Hi,
>
>in a great Article,
>
>fkus...@ix.netcom.co says...
>
>>
>>
>>School of Sligh-Kimes
>>

Can someone email me (or repost) this article? I seem to have missed
it! Thanks!

-=Brent=-
--
Brent Bourgoine
ge...@geocities.com
http://www.geocities.com/SiliconValley/Park/5771

do...@netcom.com

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Nov 25, 1996, 3:00:00 AM11/25/96
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Subject: Re: [Strategy] Sligh Decks - Concepts and History
Newsgroups: rec.games.trading-cards.magic.strategy
References: <56f299$9...@sjx-ixn2.ix.netcom.com> <56hor5$a...@fu-berlin.de> <3298fe51...@news.sprynet.com>
Organization: NETCOM On-line Communication Services (408 261-4700 guest)

There were plenty of Sligh decks at PT_Dallas, and almost all of them
packed Wildfire Emissaries (best creature in Mirage).

They all were crushed horribly.

I should make one SINGLE exception, and that's a big exception, to that
statement. Patrick Chapin, the junior player ranked #1 after the Swiss,
spent many hours past 3am Friday night trading together his Sligh deck.
He went so far as buying a Coke for a guy to get a Dwarven Miner for it.
He really knew how to play the Sligh well, even if he didn't have much
experience with it.

Sligh is interesting and Sligh is good, but Sligh didn't prove itself on
the field of highest battle.

And of course, if you consider Necro decks to be Sligh decks, then Brian
Hacker also did Sligh justice. It's always good to see Erg Raiders and
Terrors in a main deck on occasion.


--
Jeffrey Kuta (http://www.best.com/~jezebel)
do...@netcom.com

SF Bay DC Sanctioned Booster Draft and Type II tournaments are held
bi-weekly at Who's on First? Friday at 7:00pm (Draft) and Sunday at 1:00pm
(Type II). Next events are Fri 29 November and Sun 01 December. Arena days
are Friday, Saturday and Sunday. Call Jeff Ferreira at 510-582-1893 for
info. DIRS: Take 880 to Industrial (S of 92); Industrial east to Mission.
Weekly sanctioned tourneys start December 6th!

Craig Sivils

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Nov 25, 1996, 3:00:00 AM11/25/96
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tba...@cycor.ca (Trevor Barrie) wrote:

>Yeah, the Artillery rules (but the Cannoneers are cooler:)). I've been
>toying with a monogreen Sligh-like deck, but I can't come up with an
>adequate reusuable damager. (Thorn Thallids aren't _terrible_, but they're
>too slow.)

Been toying with the same thing. Femeruf' archers do great dmg, but
just vs fliers, and granger guildmage needs red to pump him. Until
January, Aeopiles are better than beesting (imo). But green's
utility's don't seem to stack up the same way red's do.

Craig

Andrew McCutcheon

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Nov 27, 1996, 3:00:00 AM11/27/96
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> Sligh is interesting and Sligh is good, but Sligh didn't prove itself >
> And of course, if you consider Necro decks to be Sligh decks, then

Can you tell me what a Sligh deck is, please?
--
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12B
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andrew mccutcheon : http://www.mcluhan.toronto.edu/~andrew

Trevor Barrie

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Nov 29, 1996, 3:00:00 AM11/29/96
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Jeff Hall <jeh...@garnet.acns.fsu.edu> wrote:

>> Yeah, the Artillery rules (but the Cannoneers are cooler:)). I've been
>> toying with a monogreen Sligh-like deck, but I can't come up with an
>> adequate reusuable damager. (Thorn Thallids aren't _terrible_, but they're
>> too slow.)

>the only thing that even comes close is the femeref archers. other than


>that there isn't anything as far as reusable plinkers. Splintering
>winds might provide an alternative however.

It's a good card, but I don't think it has much use in a deck heavy with
small creatures... the drawback is too much.

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