Subject: Deck Workshop: Sligh Date: Wed, 4 Feb 1998 21:08:39 EST From: SnowDrvish@aol.com To: fkusumot@ix.netcom.com I was reading the Deck Workshop section of the Dojo, and saw a lot a really good decks and idea's, but something was missing... A Sligh Deck, of all those type 2 decks i didn't see 1?!? So i decided to jot this up for the Dojo (BTW you are doing a great job for MtG players everywhere) Anyway here's the deck: 2 Viashino Sandstalkers 2 Ball Lightning 2 Canyon Wildcat 4 Fireslingers 2 Goblin Tinkerer 4 Song of Blood 2 Fireblast 4 Jackal Pup 4 Iron Orcs 4 Kindle 4 Incinerate 4 Mogg Fanatic 4 Wasteland 18 Mountain Sideboard: (it's not complete really just what i think i'll use) 2 Nevinyrral's Disk (Vs. Other Weenie Hordes) 2 Jokulhopps (Vs. Weenie hordes also useful to hold a land in hand with your easy to cast creatures, Hopps, clear board, play land/Mogg etc.) 2 Hand to Hand (Great Vs. White COP red, shuts it down completely, plus pump knights can't use thier abilities WEE!) 3 Pyroblast (Vs. Blue) 2 Flashfires (Vs. White, completely takes out thier plains, leaving them with Hopefully nothing, or just a gemstone mine) 2 Havoc (Obviosly CoP Red would be a problem so this gets a huge life advantage against White) The way it runs is like so (Ideally anyway): Each turn get out a creature or two, if later on in game. The mistake lots of people make is to burn your opponent early in the game. Not true, let your creatures do the work, use the DD to clear a path. The fireslingers are one of the most useful card, Kills Pump Knights, all those pestky 1/1 or 2/1 creatures, and in a pinch can damage your opponent. The Wildcats are a good 2 cc creature, plus do extra good against red. The goblin Tinkerer is a better choice in my opinion than the Vandal, due to the fact if your opponent has an artifact that he doesn't want you to get rid of, he's definatly not gonna let your vandal through, easpecially if he has life to spare. I think Song of Blood is very underrated especially in a Sligh deck where over half your stuff is creatures, when you attack all your creatures attacking can get up to +4!!!! if you get a good draw, thats usually good enough to put the smack down on your opponent. The Orcs are also underated but for 2 cc a 2/2 creature is not a bad deal espeacially if your deck is based around speed. The Moggs work as a 1 shot firesling but no damage to you :) it also only costs 1 red so it does a lot of early damage, but thats not your first choice for a 1st turn creatures, i'm hoping you'll decide to play a Jackal Pup if you have one. some say thier drawback sucks, but it does way more damage to your opponent than it does to you. Anyway there it is, just remember Clear the path with DD, and let your creatures/song o blood do the work. R. Montgomery A.K.A Snowdrvish