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Author Topic: The consistency of Sligh  (Read 11979 times)
frznoasys
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« Reply #60 on: July 30, 2002, 12:56:30 pm »

Today T1 is much faster than that of the earlier days...we all know that.  So, we must shoot to make Sligh even faster to adjust to the environment changes.  Playing 3CC cards really isn't viable in Sligh anymore.  Yes, many Sligh builds run Wheel of Fortune for the simple reason that if in fact it does resolve it will greatly increase Sligh's chances of winning.

Do we really need to help out blue anymore by giving them a chance to Mana Drain our Ball Lightnings?  Same thing goes w/ Browbeat its 3CC as well, and whenever you do cast it on the oppenent you know full well they're just gonna pick what hurts them least.  

Say they're at 4.  You really need to deal that damage, but they're just gonna have you draw 3.  When you do draw that 3, there is a good possibility that you will be rewarded with some more burn spells, but being able to use them might present you a problem, seeing as you have just spent 3 mana casting Browbeat, which means you have probably tapped out.  Now its like you've just wasted a turn, Sligh can't afford to waste their turns. The deck progressively gets weaker as the duration of the game increases.

Thus, why should we have to play with conditional cards, such as Browbeat that gives our oppenent the choice of their outcome.
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ctt
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« Reply #61 on: August 02, 2002, 01:57:24 am »

Sligh shouldn't have conditional cards, or 3cc creatures.  A sligh deck's mana curve should, at worst, have 8 2cc cards, fireblasts, wheel, and the rest 1 cc stuff.
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jpmeyer
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« Reply #62 on: August 02, 2002, 04:30:51 pm »

Quote from: Nil8er+July 30 2002,09:31
Quote (Nil8er @ July 30 2002,09:31)Can anyone comment on the usefulness of Browbeat in Type 1 Sligh/Burn?  Perhaps as a B.Lightning replacement?
Not only is Browbeat horrible because of Mana Drain (much like Ball Lightning,) but it can also be Mis-D'ed.\n\n

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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
OMIFUK!
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« Reply #63 on: December 04, 2002, 06:20:15 pm »

So to summarize:

Put sixty cards with the some of the following titles together, and you won't get laughed at too hard:

Creatures:
1cc
Jackal Pup
Goblin Cadets
Mogg Fanatic (Maybe)
Goblin Patrol (maybe)
Straw Golem (I didn't hear anybody say no to it against comboish stuff)
Goblin Lackey (If you wanna go 'combo' which sligh probably shouldn't)
Gorilla Shaman (against a meta with lots of crunchy moxen)
Goblin Vandal (kegs, disks - does anyone still play those?, other troublesome artifacts)

2cc
Goblin Piledriver (with lackey)
Dwarven Miner (eats keeper)
Mogg Flunkies(? nothing else really fits... it works with lackey, too)

3cc
Ball Lightning (Unless you hate it)

Burn:
Lightning Bolt
Chain Lightning
Incinerate
Fireblast
Black Vise (Don't really need to explain any of those, I hope)
Cursed Scroll (so you don't stall)
Price of Progress (Against a meta with lots of duals)
Goblin Grenade (If you have >10 goblins, it's not great, but kills faster)
Shock (if some punk jacks your chain lightnings and incinerates 5 minutes before decklists have to be handed in)

Utility:
Wheel of Fortune
Fork
Final Fortune
(Any of them can swing a game, but I listed them in order of decreasing power)

Lands/Mana:
Mox Ruby/Black Lotus (If you have 'em, they don't suck)
Strip Mine
Wasteland
Barbarian Ring
Mountains

Of course, it's a little tougher than just grabbing a stack of sixty cards and shuffling,  but that covers just about everything that was discussed in this thread.  

The main question, I think, is this: how fast do you want to kill, versus assuring that you won't get stopped?

- Goblin Grenades, Fireblasts and Ball Lightnings end games now, but it sucks to have any of them countered or swords'd.  
- Wastelands can buy your d00ds another turn to attack before they get moated/humilitied/abyss'd, but they slow the burnout.

And of course, there's still the issue of how to stop a second or third turn combo, which I don't think sligh can do, with the exception of forking the kill spell back at the opponent and/or stripping away their big mana producer.

Finally, Molot, I want to appologize for crapping up your other thread with the ball lightning thing.  Wasn't my intention.
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