Sligh Mini-Primer by Dave Kaplan
(edited by Zherbus)Let's start off with an introduction to how I started playing Sligh. I had bought some Tempest precon decks for my friend and he got the mono-red burn one. I loved it and wanted to get one for myself. I eventually made the deck better and played it to pretty good finishes in T2 tourneys. I was suggested to use Sandstalker and Fireblast, which I couldn't comprehend at the time to be good. Finally I got my 4th scroll and was unstoppable. I later played Sligh in Extended. It was during the Extended PTQ Season at Neutral Ground when they announced a free T1 tournament.
I figured what the heck, added some bolts and borrowed Chains to my 1.x deck and 4-0'd the thing winning $25. I later found out Matt D'Avanzo had lent me the Chains and other goodness. I started playing in larger tournaments with great success. Before I start the card analysis let me preface this with "THIS IS ONLY GOOD IN A HEAVILY POWERED ENVIORNMENT". All right here we go:
DorksJackal Pup - Ah a 2/1 for R with no board position drawbacks, what more could you ask? He is very important to this deck and will get in for at least 2 swings. If he gets in 2 Swings and then gets killed by a Swords to Plowshare, that's card advantage in this deck folks. Never ever play less than 4.
Goblin Cadets - If Jackal Pup is the backbone of sligh, this guy is the tailbone. He is Jackal Pup #5-8 in a sea of keepers. Even in a field with some small critters, he will break through the defenses with some help from burn.
Gorilla Shaman - Ah Mox Monkey. He eats many a Mox and my 4 have probably eaten over $10,000 in Artifacts, no lies. He more importantly eats Zuran Orb, which is a pivotal card in the Sligh vs. Keeper struggle. His swinging of 1 is just gravy. Some prefer Goblin Vandals to take out Powder Keg, but there are 2 times as many Caltrops as Powder Kegs at Neutral Ground, and WOTC errata'd the vandals to not be able to blow up the Caltrops about 2 months ago.
Mogg Fanatic - Although a great card, his 1 power taints his appeal. He is superb in the mirror. I swap the Cadets for him if lots of Goblins and Elves pop up. He 2 for 1's post-6th rules, and he even got played before the stack!
Goblin Patrol - I really like this guy and have been testing a Reckless Charge Sligh with more dorks, but Caltrops and Cop:Red rape this version. If the Patrol was a 2/2 he might squeak in, but not now.
Ball Lightning - If there was ever a bigger Mana Drain target. Good in theory, like communism. Three Shocks all on 1 card, right? No! He only resolves when an impending tag team of Fire and Ice is taking out 2 dorks for the price of 1. The triple red means he really costs 2RR, which is way too slow in this deck.
BurnLightning Bolt - The original direct damage. Although this 3 for 1 is dwarfed by Ancestral, it's still the best burn spell ever printed.
Chain Lightning - Essentially a sorcery speed Bolt. The built in Fork for the targeted has only come up once in my 50 sanctioned matches. It wishes it was faster, but it just isn't, but we still love it, and therefore play 4 in our decks.
Incinerate - The most controversial card in my deck. I really don't like it, but he just works. Flame Rift is an option, but again the sorcery speed. I would swap these for Flame Rifts in a second if they shared the same speed. The not regenerate has come up 3 times, all involving Masticore. It helps, but it's not why it sees play.
Fireblast - 3 for 1, eh? Try 1 for 3. Yeah it seems bad, but this isn't Oregon Trails. No one cares about your board when your opponent life is dropping to the negative numbers. You don't want to see this in the opening hand, and 2 may warrant a mulligan. If you have to use this on something other than your opponent, your chances of winning aren't too god. If I ever make the Invitational I am submitting a card dedicated to ol' Fireblast.
(The Kaplanator - R
Creature - Goblin
0: Sacrifice a mountain, deal 2 damage to target opponent
1/1
Zuran Orb ain't got nothin on him.)
Price of Progress - Rivals Fireblast for the best finisher. Absolutely devastating against decks such as Survival and Tubbies, as well as a must counter for Keeper. (This card allowed me to beat a T2 BG deck complete with Mongrels, Coth, and Spiritmonger. Remember don't overextend with your 4th Llanowar Wastes.)
Seal of Fire/Shock/Volcanic Hammer/Flame Rift - All efficient enough to see serious tournament play one time or another, but they just don't make the cut. Flame Rift is by far the closest.
UtilityFork: Fork you! My favorite card in all of Type 1. Anything you can do, I can do first! This guy not only serves as Fireblasts' best friend, but he gives Sligh counters, Draw 3's, DT's, etc.
Wheel of Fortune: Complete with Vanna White! Well not quite, but almost that good. Many a time you can Waste keepers 2nd blue source and go for the wheel. If it resolves, the effects are devastating. If not you 2 for 1'd them and you get to say "Ping!" when the FoW hits the yard. It also allows you to find that mountain Bolt Blast for the last 7. (I beat Rob Williams in the T4 of a $250 T1 by Dwarven Mining away his mana and than Wheeling away every win condition, his last Morp, Yawg Will, and Regrowth.)
Cursed Scroll - Slices, Dices, Minces, and Mices? Any who this card wins games because he doesn't seem like a threat on turn 1, but 10 turns later he is taking your opponent to town. If you only have 3, don't worry about it, but 2 active scrolls are pretty damn hard to beat.
Black Vise - Old Sk00l T00l. Yes this oldie but goody is great. I pulled Fireblast #4 for him and have loved it. Even if it isn't drawn in the opening hand, still effective. If dropped on turn 1, it is utterly amazing.
Mana/(Denial)Wasteland - Essential to a field of Keeper. Takes out Factories, LoA, and everyone's favorite Academy. Slowing down Keeper and color screwing them allows you to win consistently. Absolutely necessary.
Strip Mine - Read above, and it hits basic lands!
Mountain - The 2nd most maligned of all basic lands. Not much more explanation needed.
Mox Ruby - Nowhere close to essential but nice. Not go out of your way to get this before scrolls, but if you have it, use it
Black Lotus - Not even that great on turn 1, just unleashing dork #2 and a bolt. I wouldn't play 1 if I had it, and there's no one on this planet that could convince me to buy 1 for Sligh.
Barbarian Ring - If your in an aggro environment with say Mono Blue but no Keeper so you don't run Maindeck PoP's, play 2 or 3. Otherwise your giving Keeper a target for their otherwise useless Wastelands. Not worth the pain either.
Sideboard OptionsRed Elemental Blast/Pyroblast - Very necessary vs. Mono Blue/Keeper/Academy. I recommend 7 or 8, depending.
Dwarven Miner - Sligh's COP:Red for Keeper, he can single handedly win unwinnable games. Highly recommended.
Pyrokinesis - Great for the mirror or Stompy. Not nearly as good as it should be Legend Black, but great against the Zombie version.
Chimeric Idol - My new answer for COP:Red/Caltrops. Although the Mana Drain target applies, you'll have 7/8 blasts to back him up
I will now list my version and a version for a more aggroish environment:
DKaps Sligh 2002
1 Mox Ruby
16 Mountain
1 Strip Mine
4 Wasteland
4 Goblin Cadets
4 Gorilla Shaman
4 Jackal Pup
1 Black Vise
4 Chain Lightning
4 Cursed Scroll
3 Fireblast
1 Fork
4 Incinerate
4 Lightning Bolt
4 Price of Progress
1 Wheel of Fortune
SB: 4 Chimeric Idol
SB: 4 Dwarven Miner
SB: 3 Pyroblast
SB: 4 Red Elemental Blast
Moxless Few Nonbasic lands No Counters Lots of Dorks Sligh
3 Barbarian Ring
16 Mountain
1 Strip Mine
3 Wasteland
4 Ball Lightning
4 Goblin Patrol
4 Jackal Pup
4 Mogg Fanatic
4 Mogg Flunkies
4 Chain Lightning
4 Fireblast
1 Fork
4 Incinerate
4 Lightning Bolt
SB: 4 Pyrokinesis
SB: 4 Red Elemental Blast
SB: 7 Slots depending
I hope you enjoyed my Primer for understanding and building a Sligh deck. Any questions/comments can be directed to me:
Email:
dhk0001@attlobal.netAIM: MagicPunt