The Evolution of AnkhSligh part 2
***Again, this is about AnkhSligh and not whatever other Sligh you might be thinking about, be it Ponza, Goblin or SLB***
In part 1, I analyzed what it took to get to the very First AnkhSligh build. After testing it in minor tournaments I brought it to YMG outside of Boston and the results were less than spectacular. I attribute this more to my lack of expertise with Sligh in general than the decks abilities themselves. It was clear that, AnkhSligh did need a bit more depth in its SideBoard than its predecessor. Or perhaps, that the previous SideBoard just lacked the depth to deal with the changing metagame.
So, after the “New England Weekend of Magic,” I have settled on the changes I though needed to be made, and I end up with this build.
Dark Elf Sly (D.E. Sligh version 2.4)
Mana
1 Mox Ruby
11 Mountain
3 Barbarian Ring
1 Strip Mine
4 Wasteland
1 Black Lotus
1 Lotus Petal
1 Mox Diamond
Dorks
4 Gorilla Shaman
4 Jackal Pup
4 Mogg Fanatic
Red Damage
2 Price of Progress
2 Fireblast
4 Chain Lightning
4 Incinerate
4 Lightning Bolt
Colorless
3 Cursed Scroll
1 Black Vice
4 Ankh of Mishra
Utility
1 Wheel of Fortune
SideBoard1
3 Browbeat
2 Price of Progress
4 Scald
3 Tormod's Crypt
3 Overload / Hearth Charm / Rack and Ruin
Three things:
1) While I understand that I will be bashed for building a deck that revolves around Ankh and using cards that appear substandard, let me first explain why I feel these things are not true.
2) I understand that the Artifact mana was never a popular choice. There are reasons behind it, which are listed below that I think more than make it understood why it was included at this point.
3) I understand that the decks name is “Sligh” and not “Sly,” but there are reasons why I changed the name.
So…
Though the cards in the maindeck work well with Ankh most of them were there before Ankhs were added. The new maindeck cards, though they appear to be intended to work with Ankh are designed to work with Barbarian Ring. This can be easily substantiated by analyzing them.
Mogg Fanatic – Everyone knows why Fanatic is an option in Sligh, but why use them over Goblin Cadets? While Cadets are good against Keeper and Combo they are not so good against most other things. While it can be argued that your burn can clear the way for their attack. Doing this wastes 3 damage, to deal 2 damage with a creature that may not be around to attack anyway. Mogg fanatics, while they may deal less damage in the long run, can still deal two damage to a creature and can block. Aside from all that they can help you reach threshold fast.
The problem with this logic was that it was flawed. While what is above seems sound it was put forward from a control player’s point of view. I am a control player building an Aggro deck. The biggest problem with the theory was that Sligh needs permanent damage sources, whether they are easily dealt with or not. The Cadets, while they are not the greatest creatures, belong here because of this, though not as a four-of. Most importantly is that you want a first turn 2/1 creature at all costs. So this means running several copies of Cadets in necessary, even if I didn’t want to.
The much Maligned Artifact Mana (Black Lotus, Mox Diamond, Lotus Petal) – All the artifact mana has a several fold reason for being here. First, it provides an early game boost for casting Ankh. It made it easier to cast whatever high casting cost cards were brought in after SB. It also provides painless mana drops under Ankh. While these things are true there are several other reasons for them.
First, since the Ankhs actually do slow the deck down the artifact mana helps boost Sligh’s regular game, such as casting Jackal Pups. They allow for more explosive beginnings with or without the Ankh, IE. two to four first turn one drops or first turn 2 Ankhs one Pup (which I think was the best opening hand I ever got). Their original intended purpose was to lend synergy to the Barbarian Rings, which are usually end games.
Barbarian Rings - Many long time maindeck cards seem to have synergy with the Rings. Fireblast, Wastes/Strip, Wheel of Fortune and any burn spell lend to filling your grave to threshold. Adding the Artifact mana and Fanatics to this usually ended up giving threshold by turn 4 or 5, so the rings could be pitched quite readily. The Rings also shored up the problem of the mana base not furthering Sligh’s game. The best thing about Barbarian Rings is that they are colorless, uncounterable damage and though they are wasteland targets in a deck with no others, they are seldom wasted when an Ankh is out because, people tend to play less extraneous lands under an Ankh and tend to want to hold on to what they have.
A little explaination of some of the other maindeck choices is probably in order as well. Many people have said that they don’t understand why I chose to include some cards while overlooking others. All of the cards had reason to be there, but you must understand once again that I was approaching this from the standpoint of a control or combo player.
Wheel of Fortune – This is perhaps the “hold-back” card that people had the most problems with. What was always mentioned seemed to be, that I was playing it, rather than a copy of Fork. I felt (and still do to some extent) that Wheel was the only card drawing in the deck and since I was trying to build a control type deck (even if it was a seat of your pants type of an affair) that there had to be something to refill my hand. Understandably, at the time I did not have much experience playing Sligh, but I had a world of knowledge for playing against it. Wheel was always something that seemed to be a must-counter situation. The problem with this is that I was never sitting across from Sligh as the pilot of an Aggro deck.
Anyway, the reasoning behind Wheel and no Fork is, with the Artifact mana, even if I had to tap out to cast Wheel, I could be almost positive that I was going to be able to drop two mana if not more. And so, the turn spent casting Wheel would not be a wasted turn (or a mini Timewalk), as others have suggested. The only reason for no Fork at this point is because it didn’t fit in the deck.
2 Fire Blast (2 Price of Progress) – There were several reasons behind this configuration. Foremost above them was the problem of dead maindeck cards. I did not want to have four Price maindeck because I knew that they might be dead against many decks or at least of limited damage potential. On the other hand, against the decks that they were good against, they were awesome. The arrangement of having four in the maindeck never seemed to work out for me. Depending on the meta-game I would say that two maindeck and two sideboard is probably optimal.
The Fireblasts (even though I always hated them) seemed to be still useful and had a great potential for damage. Many turns where I was tapped out, the Fireblasts would put up the needed damage to finish the game. Using the Fireblasts often produced turns where I was able to deal 9 to 14 damage. They also lended to filling the grave for pitching Barbarian Rings several turns earlier than I would have been able to without them.
Cursed Scrolls – The inclusion of only three copies of Scroll was a conscious choice. I felt that even though I wanted to see one or two a game, I did not want to see both within the first few turns. I though of leaving the fourth in as an additional matter of redundancy but as the deck space became tighter I never found room for it.
Sideboarding Theory: When I started getting interested in Sligh, I found that many people thought of it as a control type deck. While I do not agree totally with this I understand where they are coming from. So, when my sideboard began to stray from the norm I kept that in mind. As well as the fact that many cards will work well with Ankh.
Since you have limited sideboard slots and cannot run answers for everything, you need to divvy those spaces up as well as possible. While some cards are good against only certain decks you really can’t afford to waste spaces on cards designed to beat only one deck. So even though you want to run cards that can hose a certain deck, you need them to be good against several.
Another idea I had for this deck was a sort of transformational sideboard for the back games against control decks. You could remove your Jackal Pups and replace them with Scalds. Thereby making what they sided in against you worthless. While their extra creature hate came in, you removed all but utility creatures, and went with the other permanent damage dealers that get around COP: Red. So between Ankhs, Vise, Scalds, Scrolls, Rings, Fanatics, PoP and other burn spells, you could overload them, while using your Shaman and Waste/Strips in conjunction with Ankhs to keep them mana light. Tormod’s Crypt is also a good card for this idea. Against Keeper, bringing in one or two copies of Crypt would gain you a sort of card advantage against Yawgwill. Against other blue based decks you would bring in Scalds for Incinerates and Overloads to deal with Artifact board sweepers like Powder Kegs or Winter Orb. All of these things gave you a sort of “Sly” way of dealing with control. Also this is where I get the decks name. I start calling the deck “Sly” rather than “Sligh,” because of the new, sneaky aspects to the SideBoard.
With this in mind, I get back to the Red Elemental Blast problem. Realistically you cannot afford more than 4 to 8 cards in your SB against Keeper or monoU. Also, most of those should serve a dual purpose (be good against several decks). And again, while the plan of 8 Blasts is sound against blue based control decks, it leaves you with a sideboard full of cards not able to deal with the changing meta-game, and it slows Sligh’s Game against them.
If you are looking to replace all those blasts, Scald is the only card I can think of that will be as good and replace their threat. Scalds power against blue based decks is undeniable. Is it better than a full complement of Blasts? Well, the truth is no, it is not, but it stays more within Sligh’s game. It turns almost every land in Keeper into a City of Brass and does the same to a mono-blue or a Grow-type deck. Also against these decks, Scald complements Ankh of Mishra, so you are just beating them with their own land. The idea behind this is to create so many must-counters that they can’t cope and get over-bared. So in this light I felt that Scald was superior against blue based decks because it continues to deal damage, is not kegable, uses no mana once it is out and is an enchantment, which is the last thing someone expects from a Sligh deck.
Having two Price of Progress in the sideboard and two in the maindeck is a choice made because of my obsessive need to not have more than 2 or 3 dead cards in the maindeck. Though there will be quite a few people who disagree, I think that four PoP maindeck isn’t a good choice while heading into an unknown or random meta-game. So while 2 Fireblast main will be looked on as a bad choice, I thought that they had just as good of a chance of not being dead against a deck as Price.
I felt that he Tormod's Crypts were a good choice for the sideboard. While playing against TnT, they are going to be filling their graveyard with all sorts of creatures. So, since you can’t do anything about Survival of the Fittest hitting the board, with Crypt you can just remove that graveyard full of Incarnations, Squee and fatties. Crypt I feel, will also give you a fighting chance against combo. While you are running Ankh, which is good against most combo already, there is no guarantee that you will be able to drop it first turn. Since most combos are graveyard based decks, it would behoove you to be able to do away with a graveyard at a moments notice. This way, you have more than just one chance against Combo and you CAN guarantee that you will be able to cast it on first turn.
Crypt will also be useful against other decks with massive graveyard recursion or decks that abuse their graveyards. So, it can be an additional measure against Keeper, Parfait, Psycatog and Reanimator to name a few.
Overload or Hearth Charm are my favored cards for dealing with Mask. While there are many cards that have been suggested for use against this deck, none of them are really the answer. The combination of discard and the combo, to quickly get the 12/12 trampler into play, are more than most Sligh can deal with. Even taking the measure of having cards in the sideboard specifically for fighting this deck doesn’t ensure that you will have the card when you need it. So whether it is Rack and Ruin, Overload or Hearth Charm, the card will, most likely, be striped from your hand before you can use it. The Pros and Cons of each card are fairly apparent.
Rack and Ruin, while it’s casting cost cuts into you mana curve, still has the liability of needing two targets to cast it. While this will be useful against TnT, the card is less likely to be used against anything else, and I am trying to build a more flexible sideboard.
Overload stays within the mana curve when dealing with Mask but against TnT it also brings you outside the mana curve when casting, and is unable to deal with Artifacts with a casting cost higher than 4. The most common Artifacts played all seem to fall within the 0 to 2 mana range, especially the dreaded Powder Keg.
Hearth Charm seems the most useful of these candidates.
Hearth Charm – Visions uncommon – ccR
Chose one – Destroy target Artifact Creature; or all attacking creatures get +1/+0 until the end of turn; or target creature is unblockable this turn.
These abilities are useful against most decks, and it’s most needed effect stays within the mana curve. The problem is that the Charm can only destroy creatures, and so makes it useful against a more limited range of things.
Pulverize is another card that came to mind when I was testing. The ability to be able to cast this while tapped out makes it powerful. Unfortunately, all the added artifacts in AnkhSligh made using this card impossible to use.
Mogg Salvage was also a card I tested. In the right meta-game, this would be a great card. If you could be sure that you were playing against TnT or Mask with blue then this would be the card to play. Of course that would only take place in a perfect world and this one is not.
Crash is another card that goes along with the theory of having cards that obtain threshold quicker. Depending on the meta-game, this could be considered “the card to play.” But after testing a bit, I think this card might be better suited for Red Stompy.
Finally we get to Browbeat. Because it is so good against anything without counterspells, and is so unexpected it tends to take a lot of people by surprise. Also there is no right answer to Browbeat. Do I take the damage or let you draw? Well, five damage is a lot to take but letting Sligh draw cards is not good either. I would think this is the best card to bring in against any deck without counters, other than the card that completely hoses that particular deck. The problem with Browbeat turned out to be, that you really need those spots for answers to something, rather than just a card that is good, even if it is good against half the field.
Well, janglely or not, just after I post this build, other people finally begin to take interest in Ankh Sligh. Notably, Ed “Legend” Paltzik begins his “Legend AnkhSligh” campaign. Several others also begin testing Ankh in Sligh. Their decks are built about the same as my previous build, changed only slightly for metagame calls or pet cards. Some of the old tech (such as the blasts or Dwarven Miner) cannot be washed away so easily, or works in a certain metagame.
Ed’s first posted version was as follows…
AnkhSligh
4 Jackal Pup
4 Goblin Cadets
4 Gorilla Shaman
4 Lightning Bolt
4 Chain Lightning
4 Incinerate
4 Price of Progress
4 Cursed Scroll
4 Ankh of Mishra
1 Fork
1 Wheel of Fortune
1 Strip Mine
4 Wasteland
17 Mountain
SB:
4 Ensnaring Bridge
4 Pyrokinesis
4 Mogg Fanatic
3 Dwarven Miner
There were several problems that I saw with this deck.
Of course I was not in love with the Goblin Cadets or the four maindeck Price of Progress. But, I understand that if I was playing at NG:NY I would more than likely have them all there too. The biggest thing was the lack of A Black Vise. I felt that the Ankh/Vise combo was too good to pass up.
The sideboard was another thing. I myself had some creatures in my Side at one point but found them to not be that good. The logistics of siding in creatures against decks that will have more ability to destroy them, finally set home. The Dwarven Miners are something that I tested myself. This was somewhere between dropping the blasts and finally settling on the Scalds, which have proved to be altogether better.
Ensnaring Bridge would have been a good SB card against TnT in a pre-AnkhSligh deck. But, their unfortunate negative synergy with the Ankhs made them not so ideal.
Over time Ed’s deck evolved to include the Vise and the Scalds, and the Bridges were dropped for Rack and Ruin, which are much better at dealing with TnT and Mask.
I believe what follows is his most recent build, assuming also that this is what he is playing in the TMDOI 1 (themanadrain Online Invitational 1).
Legend Ankh Sligh (LAS)
4 Gorilla Shaman
4 Jackal Pup
4 Goblin Cadets
4 Lightning Bolt
4 Chain Lightning
4 Incinerate
4 Price of Progress
1 Fork
4 Cursed Scroll
4 Ankh of Mishra
1 Black Vise
16 Mountain
1 Mox Ruby
4 Wasteland
1 Strip Mine
SB:
4 Pyrokinesis
4 Mogg Fanatic
4 Scald
3 Rack and Ruin
The biggest problem with AnkhSligh is that the deck is jam-packed. There are so many cards that have to be in it, there is really no room for “choice” cards in the maindeck. Four Price is a meta-game call here, but that makes it only a two slot swing. And, the inclusion of three maindeck Barbarian Rings and a Lotus would be the only conceivable difference I would have suggested at the time.
The SB Fanatics are the sore spot here. Understandably they come in, in the non-control match-ups. I think that having creatures in the sideboard lends to less flexibility. Though I think having the Fanatics, even in the sideboard, is better then not having them at all.
As the weeks have passed, more and more people have begun to play AnkhSligh. I have noted tournament reports from people across the country who have piloted AnkhSligh with success. Only Ed though, has posted winning with it (at NG:NY by the way). I personally have only played with AnkhSligh at one such tournament (YMG) and I explained how that turned out. Most recently, MoreFling has posted a report where he piloted his AnkhSligh build to a 7th place finish in Castricum, which makes me very proud because AnkhSligh has now gone international and may soon be invading the European scene.
MoreFling’s AnkhSligh build is as follows:
16 Mountains
4 Wasteland
1 Strip Mine
1 Mox Ruby
1 Black Vise
4 Ankh of Mishra
4 Cursed Scrolls
2 Price of Progress
1 Fork
4 Incinerate
4 Chain Lightning
4 Lightning Bolt
4 Mogg Fanatics
4 Goblin Cadets
4 Jackal Pup
3 Gorilla Shamans
// Sideboard
SB: 3 Flaring Pain
SB: 3 Ensnaring Bridge
SB: 2 Price of Progress
SB: 4 Scalds
SB: 3 Guerrilla Tactics
Of course, he has some sideboard choices that might raise an eyebrow or two. But after talking to him I found that they were meta-game calls (which I figured on my own, but wanted conformation). Also his maindeck includes a 61st card, which he said would probably be cured by dropping one Gorilla Shaman from the deck. Fling’s maindeck is closer to what mine is presently, with some exception.
Dark Elf Sligh (D.E. Sligh version 2.5)
Mana
1 Mox Ruby
11 Mountain
3 Barbarian Ring
1 Strip Mine
4 Wasteland
1 Black Lotus
1 Mox Diamond
Dorks
4 Gorilla Shaman
4 Jackal Pup
3 Mogg Fanatic
3 Goblin Cadet
Red Damage
2 Price of Progress
4 Chain Lightning
4 Incinerate
4 Lightning Bolt
Colorless
3 Cursed Scroll
1 Black Vice
4 Ankh of Mishra
Utility
1 Wheel of Fortune
1 Fork
SideBoard1
3 Pyrokinesis
2 Price of Progress
4 Scald
3 Tormod's Crypt
3 Overload / Hearth Charm / Rack and Ruin
This is what I am playing recently. I made only a very few changes and I understand that people will still not like the inclusion of some of the artifact mana. But I will endeavor to substantiate why I am still using what I am, and explain the deck changes.
I brought back Cadets to the main deck mostly because the deck really needs a 1 casting cost 2/1 on turn 1. I needed to replace the Fireblasts, even though they produced turns where I could deal 9 to 14 damage. With the lessened mountain count, casting them was often problematic and they caused problems when you are in Cursed Scroll mode. The choice of removing a Fanatic for the third Cadet was just a meta-call. In theory, you can remove either the 4th Shaman or the 4th Fanatic. This is presently in the testing stages as I am not sure which would be better to go without. MoreFling has chose to go without the Shaman but I am not so sure I want less than four of them against control. Also in this spot I have been thinking about Raging Goblin. Though it is not a 2/1 it has the potential to do the same amount of damage as the Cadet in two turns, but it doesn’t share its drawbacks.
The three Barbarian Rings are also something that people tend to not like. Many people say that they don’t belong in AnkhSligh but they are fine in Red Stompy. I think that they have just as much a place here as there. While most won’t see this as truth, the two decks are mirrors of each other. What works in one will most assuredly work in the other. So, while you wouldn’t suggest Piledrivers in AnkhSligh or Cursed Scrolls in GoblinSligh, these cards would work none the less.
As I said in Part 1…
Quote “Mountains – While a good, steady, consistent mana base is a cornerstone of Sligh, this large count of slow, non-damage dealing permanents is its biggest weakness. The fact that drawing a mountain gains you nothing other than mana is problematic when you are looking for that last bit of damage. Also, the fact that they can only be played one a turn, keeps your pace slow.”
So, while your mana-base is an asset to consistency, it is also the biggest liability to winning. Including Barbarian Rings lends the deck extra damage without taking away from the consistency of the mana-base. They also lure out early Wastelands so that Ankhs are more efficient.
I can understand that the Mox Diamond is not widely excepted piece of tech. Many of the reasons for its inclusion were wrapped up in the “Sly” portion of the deck. While the Lotus Petal has been removed from the deck the Diamond remains for reasons that involve Cursed Scroll and the Ankhs themselves. As I have stated before, I want to resolve an early Ankh. While it is best to play a 2/1 creature on first turn I would also like the ability to drop an Ankh, if that is all I have. Of course the best case scenario is getting both on first turn. So, I believe adding in the Diamond is not all that bad. Also, while I may be playing the Ankh second turn I would still want to be able to further Sligh’s game (IE. another creature).
Getting more into the game, after an Ankh is in play you will still want to be able to drop extra land. Because, while you can play most of your threats for one or two mana, to be Scrolling efficiently you will need 4 or 5 permanent mana as well as most of the same cards in hand. So this is understood, just over one third of the deck is mana. Which means, when you are in Scroll mode you will be drawing a land or mana producer a little more often than one in every three cards. With the way that the mana base is set up most of these will be Mountains but some of them won’t and, you won’t want to drop the extraneous lands when an Ankh or two is out. This is when your: Mox Ruby, Black Lotus and yes, the Mox Diamond will be most helpful. In this instance the Diamond will be more helpful than the rest because it will allow you to gain another reusable mana and trim the odd land from your hand, leaving you to Scroll without the chance factor. The Diamond will also allow you to rid yourself of the colorless producing Wastelands in match-ups where they are useless.
With all this having been said, Mox Diamond may be on its way out of the deck. Presently I am still happy with it but we will see after a few more months of testing.
Black Lotus also seems to be something that people don’t play in the deck. While I hear many people cry consistency while explaining why they don’t use Lotus, I don’t understand why a card that will allow you to jump start your early game, and give you added mana towards the end-game would be bad. I understand that it is less consistent than a Mountain, but it is more powerful and again this is AnkhSligh and we now have things like: Mask, TnT, Grow and Tog to deal with.
Fork finally made it back into the deck when I realized how bad the mana flooding got with a twenty-three piece mana-base. After taking out the Fireblasts the mana flooding became even worse. So, going back to the standard twenty-two mana, allowed me to get rid of the Lotus Petal. Which had proven itself to be the weakest link in the deck. The first card I wanted back was Fork. While I still think that Fork is a very reactionary card, the threat of possibly having it in hand is often better than the spell itself.
The Wheel of Fortune is another card that many people disagree with. The argument that giving an opponent a full hand is bad has quite a bit of merit. But, the fact that Wheel works itself into many of the decks strategies is also compelling.
It works itself into the Ankh/Vise combo by refilling an opponents hand and making the Vise active again. Of course you are hoping that several of the cards you give an opponent are lands but the three damage that this should gain, might bring the Vise’s total too at least six damage, for the game.
Once your hand is empty and you permanents have been destroyed Wheel will give you another launching point. You will once again be able to apply pressure rather than waiting for each successive threat. And, with the inclusion of three mana Artifacts there is always the chance to have 2 to 5 mana after Wheel.
Again this being said, Wheel has lost some of its punch since I removed the Fireblasts from the deck. So after more testing, Wheel may end up on the cutting room floor.
The configuration of only three Cursed Scroll has also been something that people seem to disagree with. After several months of testing this I can say with some assurance that, I never have a problem drawing one when I need one and I don’t often draw into the first and more importantly, the second before I want it.
I added Pyrokinesis to the board and removed Browbeat. While Browbeat was good against a lot of things it was the answer to none of them. With the rise of even more, new aggro decks the Pyrokinesis are sorely needed. With it you gain the only thing that the deck could consider an answer to Tog.
Tormod’s Crypt seems to be cropping up in more and more Sligh sideboards. While many of the most established player seem to shun them, I think that Crypt will play an important role in the evolution of AnkhSligh. Because it is so useful against many of the new decks as well as old favorites, the Crypt should become more of a staple. Other than it’s usefulness against TnT and combo decks, it has become apparent that it has an ability to slow Tog based decks.
So where does all this leave us?
While looking at the reports and the decklists that have been represented in them, I can only come to the same conclusion that I made at the beginning of part one…
Quote “I realize now, that Sligh is an even less static thing than I thought. It should evolve more as its metagame changes. Unlike decks that will change a few cards here and there for this purpose, Sligh will have the most radical changes. While there is no deigning that it is a strong deck, it is also the most easily hosed. Cards that are useful against it are good against many other decks and so, are often sitting in sideboards waiting to be used.
After the events of the last few weeks I have felt even more right about that. When looking at the evolution you will notice that Sligh decks are going in two separate directions. Some decks are going for the all out aggro approach of “Goblin,” while others are going in the direction of the more control type Ankh Sligh.”
I now get from this, that even AnkhSligh is not a static thing. Moreover, it is still in its infancy. Much of the tech that we are presently clinging to may be faulty and/or outdated. By the same token, many cards that were dismissed as “no good” or “sub-optimal” for the old-style Sligh decks may be exactly what AnkhSligh needs to push it closer to the top.
I see a few different types of AnkhSligh that may crop up in the future. I noticed a fellow working on a version of what he called “Suicide Sligh.” His deck did away with the Fork and Cursed Scrolls. He said, “that these spells are too mana hungry or reactionary,” and that “Cursed Scrolls weren’t as good in AnkhSligh because
of the amounts of mana needed to use them efficiently.”
Others, such as DanDan have been touting the use of Mishra’s Factories in the deck. While still others I have talked to have begun using: Flame Rift, Grim Lavamancer or Seal of Fire with some success, just to name a few cards.
What all this spells out, quite plainly to me is that as a community, we need to take more things into account. Just because established dogma said that something was wrong, doesn’t always mean it was right to begin with, or that it still remains true.
I think it would behoove us, as players of Sligh, to open our mouths and put forth new ideas and to shut our mouths and listen to ideas and perhaps test them before dismissing them out of hand.
*** Disclaimer***
While I know that there has been some bad blood between many people of the community over this subject in particular. I know that we should be big enough to forgive and forget.
At this point I am extending an open apology to anyone I may have upset over this.
And a pointed apology to Ed “Legend” Paltzik, for what ever happened between us. I think that this decks future, is more important than whatever paltry things went on between us.