Quote We could almost never beat Mud and that was pre-Chalice. The matchup is impossible now.
As for Long.dec, the hand disruption increased our kill speed slightly, making it more of a high turn 3 instead of a mid turn 3 in exchange for buying us about a turn and a half of time. Unfortunately, that just wasn't enough since Long.dec kills on a high turn 1 and the turn to a turn and a half more is still nowhere near enough. It also made the Trix matchup much worse too (although we didn't care about it as much since it isn't as strong of a combo deck,) since you couldn't burn the Rector out of the way as easily when you were setting up for your last big attack to drop their life total down low enough.
I see, so it was more like you were just giving an all-out aggressive deck a way to prolong the inevitable, as the discard that was run wasn't heavy enough of disruption to be truly effective.
Quote When mud/stax was big here, I played 4 maindeck Welders in my sligh, just to replace another random goblin...
What do you guys think about those?? They're huge with Monkeys
Having done a good amount of testing with the Welder - Shaman (-Wretch) "lock", I've really found that it needs to be in a heavily disruptive deck whose primary aim is to shut down the opponent's game. Without Withered Wretch, you'll be able to stall MUD, but inevitable you'll get caught up in Welder wars, which you, the Lackey Sligh player, cannot win due to running a very light manabase.
With Chalice against you as well now, it's going to get even tougher, probably impossible, to win. Almost all of your spells are 1cc, and that will include Welder and Shaman. Forget Rack and Ruin, as you'll never get out the mana to use it. There really isn't a whole lot that Sligh can do right now for the MUD matchup if the added hand disruption hasn't worked.