Subject: metgame red Date: Sat, 25 Jul 1998 14:22:39 -0400 From: Craig Sullivan To: fkusumot@ix.netcom.com This is a type II deck that has undergone many changes in the past few months. I was originally playing a typical mana curve/sligh deck (and winning quite a bit). I came to the realization that this type of deck can easily be shut down if it does not win by the fourth or fifth turn. In my experience, decks like the 5cDonais could rarely be beaten by the traditional sligh deck without an exceptional draw. This metagame version has done very well in my current environment. Main Deck: 20 mountains 4 Mogg Fanatics 2 Suq'ata Lancers 4 Viashino Sandstalkers 4 Ball Lightning 4 Shock 4 Kindle 4 Incinerate 4 Fireblast 2 Earthquake 4 Cursed Scroll 4 Nevinyrral's Disks Sideboard: 4 Pyroblasts 3 Shattering Pulse 3 Flashfires 3 Quicksand 2 Earthquake I built this deck to be a lot more versatile than a typical sligh deck. With the exception of the lancers, none of the creatures can be wrathed, earthquaked, or enchanted. The disks give quite a bit of control, along with excellent card advantage. Bothersome permanents like cop red, warmth, propoganda, crusade, bad moon, soltari priest, and paladin en-vec are no longer a major concern. The deck has faced a wide variety of good decks and has held its own. The sideboard is very metagame for my environment. White weenie and sligh are fairly prominent, along with suicide black. The quicksands go in against white and sligh, as a defense against priests, paladins, ball lightning, and sandstalkers. The rest of the board is pretty straightforward. Any feedback is welcome. Craig Sullivan CSullivan@ibm.net