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Author Topic: Mirrodin in Sligh  (Read 2524 times)
Battousai
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« on: September 16, 2003, 03:16:38 pm »

By now everyone has seen the full Mirrodin spoiler and is looking at how they can break all the new cards. There is obviously alot in there for combo and control, but I don't think Sligh got left out.

The first card i think may be worth considering is:
Isochron Scepter
2
Artifact
Imprint - When Isochron Scepter comes into play, you may remove an instant card with converted mana cost 2 or less in your hand from the game. (The removed card is imprinted on this artifact.)
2, Tap: You may copy the imprinted instant card and play the copy without paying its mana cost.

If you manage to Imprint a Price of Progress and they dont find a way to deal fast, it will probably be game. Even without PoP, you still have decent targets with Lightning Bolt and Incinerate. The only problem I see is that this may be too slow for Sligh. The 2 to cast would probably take up a turn, as would the activation. As an artifact, there are also many ways to deal with it. However, it could be the new Cursed Scroll, only much more potent in each activation.

The other thing I am looking at more seriously is:
Psychogenic Probe
2
Artifact
Whenver a spell or ability causes a player to shuffle his or her library, Psychogenic Probe deals 2 damage to him or her.

This is game against just about any Combo or Control deck. A colorless, uncounterable source of damage that punishs them for using tutors. It is of course more of a sideboard card, but I think it has real potential.

Anyways, just my thoughts. What do you all think?
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Matt The Great
Guest
« Reply #1 on: September 16, 2003, 04:04:50 pm »

Chalice of the Void will just about kill sligh. I don't think these slow cards are going to be enough to save it.
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MoreFling
Guest
« Reply #2 on: September 16, 2003, 04:17:52 pm »

you still have Keldon Vandal, and I suppose that has to save you Wink

good luck
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dandan
Guest
« Reply #3 on: September 17, 2003, 07:27:42 am »

Does anyone know a more fanatical Sligh player than me?  
(Edit: Having thought about it a little, I'm sure there are more fanatical Sligh players out there. I don't have Goblins tattooed on my eyelids and I have been know to use *gasp* other decks *cough*Academy*cough*. Please take the above as meaning I like Sligh a lot rather than meaning my knuckles are red from scraping on the floor as I walk)

I soldiered on when Kegs blew up my army.
I struggled on when Fire/Ice became trendy.
I laboured on when everyone but me ran Misdirections.
I ran my disposable red cannon fodder past the grinning menace.

Uphill Struggle is a red thing.

Buggered if I'm going to play against a Chalice set at 1!
         \n\n

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BWM
Guest
« Reply #4 on: September 17, 2003, 09:04:44 am »

Isn't one resolved Pop generally game?? (it is in my games)




Dandan, dunno if there's more fanatical sligh-players than you, but I'd like to claim spot 2
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Magimaster
Guest
« Reply #5 on: September 17, 2003, 10:36:12 am »

Quote from: dandan+Sep. 17 2003,05:27
Quote (dandan @ Sep. 17 2003,05:27)Does anyone know a more fanatical Sligh player than me?  

I soldiered on when Kegs blew up my army.
I struggled on when Fire/Ice became trendy.
I laboured on when everyone but me ran Misdirections.
I ran my disposable red cannon fodder past the grinning menace.

Uphill Struggle is a red thing.

Buggered if I'm going to play against a Chalice set at 1!
         
I thought you were the WW dude?  


 
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chaosdjinn
Guest
« Reply #6 on: September 17, 2003, 10:42:40 am »

Goblin Charbelcher is Cursed Scroll on crack...need anyone say more?
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jpmeyer
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badplayermeyer
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« Reply #7 on: September 17, 2003, 10:58:48 am »

Sligh better be on the play and have turn 1 Shaman/Vandal.  Otherwise they'd better be playing Goblin Tinkerer as well.
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Team Meandeck: "As much as I am a clueless, credit-stealing, cheating homo I do think we would do well to consider the current stage of the Vintage community." -Smmenen
Crater Hellion
Guest
« Reply #8 on: September 17, 2003, 11:01:54 am »

Yeah, on crack in the oprah winfrey sense, where it's drug bloated body is just way too massive. 4 to cast is an awful lot, but the card is pretty beastly. Also like oprah.
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Razor
Guest
« Reply #9 on: September 17, 2003, 02:21:02 pm »

[Rant: ON]

I agree that the new Challice makes it all but impossible for Aggro decks to even safely play 1, or 2 casting cost spells.

Mind you, if Wizards had restricted Mana Drain by now these same poor decks could run a proper mana curve including and upwards of 1, or 2 mana!  As it is Mana Drain utterly forces Aggro decks to run cheap spells while at the same time cards like Keg and now Challice prevent them from running cheaper spells; a lose-lose situation I suspect.

[Rant: OFF]
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dandan
Guest
« Reply #10 on: September 18, 2003, 12:38:52 am »

In the past I wrote a great deal about aggro (specifically Sligh) being squeezed between Mana Drain and Powder Keg. You lose if you pack 3cc or more spells and more than a handful of 2cc spells, you lose if you only run 1cc spells. I was wrong.

You need to be aware of these cards but good deckbuilding helps (using Vandals were appropriate, attacking the mana base were appropriate) as does intelligent play (read not overextending unless you have no choice).

Chalice is very very different.

If I go second I lose to a Chalice at 1. If I go first and don't drop a Shamen or Vandal I lose to a Chalice at 1. If I go first and drop a Shamen or Vandal rather than a Pup or Cadet, I concede early pressure and probably delay any possible kill by a turn. This is probably still my best play but it is far from idea. 1/1s don't swing very hard. (Not that turn 1 Shamen is that great vs a Chalice either)

Combine this with the fact that people have been discussing Chalice in combo, aggro, aggro-control and control and the fact that it can go in any colour combination and you see how widespread the problem is. I think few people will pack Chalice to hose Sligh but if they run it and meet Sligh, then Sligh gets shafted.

I believe Chalice is not an automatic inclusion in the B&R list as it has tactical, strategic and metagame considerations but I think it will probaby end up there and Sligh can crawl out from under a rock and breath again.Until then, keep under cover, Sligh is the world's bitch...
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Gzeiger
Guest
« Reply #11 on: September 18, 2003, 03:16:50 am »

Why isn't turn one Shaman good against Chalice?

Not that I disagree overall. Sligh is in a bad way indeed.
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dandan
Guest
« Reply #12 on: September 18, 2003, 03:31:58 am »

Edit: My mistake. Shamen can munch Chalice even if it has a counter on it for only 1.

G24.1a - If a cost has an "X" in it, the value of X must be announced as part of playing the spell or ability. (See Rule 409, "Playing Spells and Activated Abilities.") While the spell or ability is on the stack, the {X} in its mana cost equals the amount announced as part of playing the spell or ability. If a card in any other zone has {X} in its mana cost, the amount is treated as 0. If you're playing a spell without paying its mana cost and that spell has X in its mana cost, X is 0. See Rule 409, "Playing Spells and Activated Abilities." [CompRules 2003/07/01]\n\n

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Equal Damage
Guest
« Reply #13 on: September 18, 2003, 04:06:18 am »

bugger sligh... how am I going to cast Duress to get the misD, force of will, (ARRGH) mana drain, or worse, the piece of the combo that will kill be next turn with this thing around!?  

EQD
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Shaman
Guest
« Reply #14 on: September 18, 2003, 04:29:21 am »

Well, if I am not wrong Chalice of The Void has X different from 0 only when Chalice itself in on the stack. When Chalice is in play (let's say, with 4 counters on it, just to make an example) a Shaman will still eat it with one mana, as X is anyway 0, no matter how many counters have been put on it when cast. I was told so by a Judge and I think it could be right...anyway confirm it!


For the Sligh thing, I am a fan of this deck...but honestly I suppose there will be much more hate against Sligh in these days...

Chalice of The Void is a broken spell only in workshop decks (it can be very useful in other decks, but not broken): the restriction of workshop can maybe balance the degenerated metagame that maybe will follow.\n\n

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dandan
Guest
« Reply #15 on: September 18, 2003, 06:02:16 am »

Quote from: Equal Damage+Sep. 18 2003,08:06
Quote (Equal Damage @ Sep. 18 2003,08:06)bugger sligh...
Exactly.

Regarding Sligh hate, there is actually very little of it at present but I fear that Chalice will be used to combat other decks and Sligh gets hosed as a bonus. If Chalice is unrestricted and widely used Sligh is dead. Of course most people think it was dead before Chalice.
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dandan
Guest
« Reply #16 on: September 18, 2003, 06:09:31 am »

Quote from: BWM+Sep. 17 2003,13:04
Quote (BWM @ Sep. 17 2003,13:04)Isn't one resolved Pop generally game?? (it is in my games)




Dandan, dunno if there's more fanatical sligh-players than you, but I'd like to claim spot 2
PoP is a game winner but for some reason it is unusual to see one resolve for more than 6 when it matters (you quite often get big PoPs when your opponent is on 1 or 2 anyway). Combo wins by turn 3 and Tog either doesn't care about a PoP or does something about it. Frankly a PoP won't win you anything if you haven't managed to cast anything that costs one before it.

You can claim number 1 if you like, I'm not that territorial. Besides it's going to be like being called the world's best ICT player soon...
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wuaffiliate
Guest
« Reply #17 on: September 18, 2003, 06:15:22 am »

something that may be of some use

Quote
Quote Chalice of the Void
{X}{X}
Artifact
Chalice of the Void comes into play with X charge counters on it.
Whenever a player plays a spell with converted mana cost equal to the number
of charge counters on Chalice of the Void, counter that spell.

* A mana cost of {X}{X} means that you pay twice X. If you want X to be 3,
you pay six mana to play Chalice of the Void.

* The number of counters on Chalice of the Void matters only at the time the
spell is played. Changing the number of charge counters on Chalice of the
Void after a spell has been played won't change whether the ability counters
the spell. If the Chalice had the correct number of counters when the spell
was played, it counters the spell. If the Chalice had too many or too few
counters when the spell was played, the Chalice's ability didn't trigger.

* If there are zero charge counters on Chalice of the Void, it counters each
spell with a converted mana cost of 0.

* Chalice of the Void has to be in play at the end of playing a spell for
the ability to trigger. If you sacrifice Chalice of the Void as a cost to
play a spell, its ability can't trigger.

from "DCIJUDGE-L archives -- September 2003, week 3 (#28).txt"
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