Subject: Here's something I wrote about Sligh Date: Thu, 18 Dec 1997 13:53:02 EST From: Ryan0253 To: fkusumot@ix.netcom.com Yet another Sligh deck. This is my version of Sligh. As you can see, it has a few differences from "normal" Sligh. The most noticible is the addition of Mogg Conscripts instead of Jackal Pups. 1cc: 4 Mogg Conscripts 2 Goblin Vandals 2 Keepers of Kookus 1 Cursed Scroll (AIH) 2cc: 3 Ironclaw Orcs 2 Canyon Wildcats 2 Fireslingers 2 Goblin Bombardments 3cc: 2 Viashino Sandstalkers 2 Ball Lightnings 4cc: 2 Lava Hounds Burn/Control: 4 Kindles 4 Incinerates 4 Fireblasts 2 Hammers of Bogardan 2 Earthquakes Land: 2 Dwarven Ruins 2 Wastelands 16 Mountains Sideboard: 4 Pyroblasts 2 Boils 2 Hand to Hand 3 Jinxed Idols 2 Dwarven Miners 2 Aftershocks Card Highlights: Mogg Conscripts: I hear more about this card than anything else. People always ask me why I don't use Jackal Pups instead. There are many reasons. First of all, Conscripts don't hurt you very much. Most turns they can attack, since Sligh usually plays creatures every turn, especially with the Sandstalkers. They are more durable, have 2 power and 2 toughness, making them immune to things like Fireslingers and the green weenies that are used in 5CG. Jackal Pups are terrible in the mid to late game, and if you are playing against a burn deck, you have problems. Dwarven Ruins: These aren't that great in an opening hand, but in late game they come in handy. I have been saved by these simply because of the quick 2 mana boost they give. The mana allows you to cast one more Kindle or Incenerate, or lets you get one Fireblast past a Chill. Goblin Bombardment: Sometimes you just need a few extra points of damage to win. Whenever someone casts a spell to kill one of your creatures, just throw it at him or her. You can use these at end game to deliver those extra points needed, or to get an extra damage or get rid of a weenie from your Ball Lightnings. Hand to Hand and Jinxed Idol: These let you get past the ever annoying COP: Red. Dwarven Miner: There are over 30 different nonbasic lands in the Standard enviroment. Many of these are not used, but rainbow lands such as Gemstone Mine, Undiscovered Paradise, and City of Brass are key cards in 5CG and Pros- Bloom. This creature can decimate the mana of supply of rainbow decks. Aftershock: These are mainly in to destroy Maro. Last tournament I was in, I was undefeated until I ran into a guy who played 5CG with Maros and sideboarded in Warmth and COP:Red. With Hand to Hand and Jinxed Idol, I can deal with COP:Red, but the easiest way to get rid of Maro is with Aftershock. These can also be used against any deck with a non-enchantment permanent that caused you trouble. -Ryan Stocks Sligh-Guy at large