Sligh/Geeba, Chapter III: Oct '96


The restriction of the Strip Mine and Hymn on Oct. 1st, 1996, hurt the Sligh Deck, but it's nemesis, the NecroDeck, was hurt much more. At the time, most tourney decks were using 4 Strip Mine's anyways, so it was a wash as far as the Sligh Deck was concerned. During this period a new concept was added, that of using as few artifacts as possible,  and four Pillage's became fairly standard, to make up for the Stip Mine's, as typified by this next deck:
Denver Sligh, Oct '96
4 Goblin Ballon Brigade
3 Gorilla Shaman
4 Ironclaw Orc
2 Dwarven Lt
2 Orcish Librarian
4 Orcish Artillery
1 Orcish Cannoneer
2 Dragon Whelps
4 Lightning Bolt
4 Incinerate
2 Guerilla Tactics
2 Fireballs
4 Pillage
1 Black Vise

1 Strip Mine
4 Mishra's Factory
2 Dwarven Ruins
15 Mountain
Sideboard:
4 Manabarbs
1 Serrated Arrows
4 Red Elemental Blast
Sideboard (cont):
2 Winter Orb
2 Meekstone
2 Anarchy

Comments on the deck:

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 of the Denver Sligh:

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 and Gorilla Shamans. The Manabarbs, as noted before, 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).


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