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 its two outings at small tourneys.
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).
The Magic Dojo© 1997-1998 Frank Kusumoto. Please
report bugs or problems to
webmaster@classicdojo.org.
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