Sligh/Geeba, Chapter V: Jan '97 - Apr '97
With the loss of Ice Age and Fallen Empires
from TII play, Sligh loses the Orcish Librarian, Anarchy and Cannoneer from
Ice Age, and the Dwarven Ruins/Soldiers/Lt.'s from Fallen Empires. While
these losses hurt the Sligh deck, it loses much less than other pre-1/1/97
decks. The Vise and Strip Mine are finally banned, although this is
just a side note. The biggest loss to the Sligh deck is, oddly enough,
Necropotence. Without the fear of Necro, many other decks that are strong
against Sligh will become more viable. A typical Sligh deck now looked like:
The Sligh deck managed to keep its fundamental shape. The biggest change
came in the sideboard, where four Manabarbs was no longer standard, because
of the change in how damage was dealt with under 5th Edition rules
(and the implications for COP:Red). Because of this, Nevinyrral's Disks became
standard, a trick borrowed from the NecroDeck The above deck managed to go
undefeated in a small (26 ppl) 5-round swiss tournament, but was defeated
in the finals by a new style of deck, the Counter-Hammer. April '97
The Sligh deck, by this time, has become a standard tournament deck. Visions
brought some interesting cards into the mix like Keepers of Kookus and Fireblast,
while the loss of Homelands was barely felt (nothing except the Serrated
Arrows). The arrival of 5th Edition, however, has severely shaken up the
card mix, with Sligh standards such as Lightning Bolt, Goblin Ballon Brigade,
Dragon Whelp and Mishra's Factory bowing out of Type II play. For most Sligh
decks, this means the replacement of about 25% of the cards. Many quite original
attempts have been made to make the Sligh deck a two or even three color
deck. While this was not possible before (because of inconsistent
mana-production), the re-introduction of the IA painlands makes this a viable
option at this time. 4 Painlands, 4 City of Brass, and 4 Undiscovered Paradise,
with perhaps a couple Sheltered Valleys (to alleviate the pain), will make
a very consistent deck... the question now, is the red creature and damage
base the best to work with, and what color should it be coupled with. Green
and White offer Enchantment removal, so they are obvious first choices, the
splash of a third color is left as an exercise for the reader.
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