After David Doust posted a PTQ report about
"The goofy ( no offense) red deck that made it to the finals uncontested",
many people started experimenting with the "Sligh" concept. The next
deck, modified for Standard Type II play was played by Arthur Kimes of Hollywood,
CA, foremost of the Sligh/Geeba disciples on the MTG-Strategy
list, with great success in the Arena and Tournament play. Originally
constructed in July of 96, it was particularly effective with the four
Strip mines and two pillages at inducing mana problems in opposing decks.
This deck, its various offspring, and good play, helped Arthur along
his way into the top #100 ranked DCI players. By early September the
deck had changed a handful of cards and looked like this:
| Arthur Kime's Sligh Deck (v2.2), Sep '96 |
2 Gorilla Shaman
3 Ironclaw Orc
3 Dwarven Soldier
2 Orcish Librarian
2 Brothers of Fire
4 Orcish Artillery
2 Storm Shaman
1 Sabretooth Tiger
2 Dragon Whelps
|
4 Lightning Bolt
4 Incinerate
1 Death Spark
2 Pillage
|
1
Brass Man
1 Walking Wall
1 Loadstone Bauble
1 Black Vise
|
4 Strip Mine
3 Mishra's Factory
2 Thawing Glaciers
2 Dwarven Ruins
15 Mountain
|
Sideboard:
4 Manabarbs
1 Serrated Arrows
1 Tormod's Crypt
2 Winter Orb
|
Sideboard (cont):
2 Meekstone
1 Zuran Orb
2 Pillage
2 Anarchy
|
Arthur has taken this deck to the final four and beyond in many smaller tourneys
at the Slam Pit and to the round of eight at Costa Mesa (tough
single elim, 106 ppl).
Observations on Arthurs 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, bringingthe
count up to 15 sources of DD, almost 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 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 - Anarchys notwithstanding.
Four Orcish Artillery are essential in a Necro heavy environment. Three Anarchy's
in the sideboard because of the recent infestation of mono-white White Weenie
- thankss 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 (LDs
worst enemy is LD). Against LD, dont 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.
-A.Kimes
European Sligh
Sep 96
As modified and played by Stefano Genestreti, this deck came in 2nd at the
European PT qualifier.
| Genestreti's Sligh Deck , Sep '96 |
2 Gorilla Shaman
4 Ironclaw Orc
2 Dwarven Soldier
2 Orcish Librarian
1 Brothers of Fire
2 Orcish Artillery
2 Storm Shaman
1 Sabretooth Tiger
1 Dragon Whelp
1 Marton Stromgald
|
4 Lightning Bolt
4 Incinerate
2 Death Spark
1 Fireball
1 Orcish Oriflamme
1 Jokulhaups
2 Pillage
|
2
Brass Man
1 Walking Wall
1 Black Vise
|
4 Strip Mine
4 Mishra's Factory
2 Dwarven Ruins
15 Mountain
|
Sideboard:
4 Manabarbs
1 Serrated Arrows
1 Primitive Justice
2 Winter Orb
|
Sideboard (cont):
3 Meekstone
1 Zuran Orb
2 Pillage
1 Detonate
|
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 for the Anarchy (although Winter Orb serves much
the same purpose.
The Magic Dojo© 1997-1998 Frank Kusumoto. Please
report bugs or problems to
webmaster@classicdojo.org.
|