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Author Topic: [Deck] SlighClamp  (Read 3287 times)
Lurker101
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« on: September 05, 2008, 07:28:10 pm »

//Mana: 17
10 Mountain
4 Plateu
1 Mox Pearl
1 Black Lotus
1 Mox Ruby

//Creatures: 16
4 Ball Lightning
4 Lightning Serpent
2 Mogg Fanatic
2 Mogg War Marshal
4 Avalanche Riders

//Spells
2 Fireblast
4 Skullclamp (clamping postcombat mainphase sac creatures and echo creatures will net you much needed cards as sligh decks empty your hand fast)
4 Kindle
4 Flame Burst
4 Lightning Bolt
4 Chain Lightning
4 Lightning Helix
1 Wheel of Fortune (another cure for an empty hand that also dumps Kindles and Flame Bursts into the 'yard)
1 Cave-In

//Sideboard
4 Magus of the Moon (for non-basics)
4 Null Rod (to be SB in for Clamp against heavy artifact decks)
2 Pulverize (Also for artifact heavy decks)
1 Crucible of Worlds (In case you need sac'd mountains back)
4 Flametongue Kavu (Kills welders and annoying fish creatures)

So I think I've nailed the point of the deck here. This is the first draft. If anyone has any helpful comments please share.
« Last Edit: September 06, 2008, 12:36:35 pm by Lurker101 » Logged
Yames
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« Reply #1 on: September 05, 2008, 07:51:13 pm »

First off this isn't a terrible idea. Getting some draw into sligh.  However I have to think wheel is terrible. You play it 3rd turn at best and tap out to do it. You don't get to use any of the juice you just drew.  While on the other side of the table you are fueling up their hand, and they do play bombs. Any kind of long deck will love it. Most control decks will think it swell of you too. It just helps your opponent more then you. Also where are some of your fast aggressive dudes like jackal pup or tattermunge. Something that beats but once your opponent plays a blocker you would be much happier clamping and turning into burn spells.
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mike_bergeron
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« Reply #2 on: September 05, 2008, 08:05:25 pm »

//Mana: 17
10 Mountain
4 Plateu
1 Mox Pearl
1 Black Lotus
1 Mox Ruby

//Creatures: 16
4 Ball Lightning
4 Lightning Serpent
4 Mogg Fanatic
4 Avalanche Riders

//Spells
2 Fireblast
4 Skullclamp (clamping postcombat mainphase sac creatures and echo creatures will net you much needed cards as sligh decks empty your hand fast)
4 Kindle
4 Flame Burst
4 Lightning Bolt
4 Chain Lightning
4 Lightning Helix
1 Wheel of Fortune (another cure for an empty hand that also dumps Kindles and Flame Bursts into the 'yard)

//Sideboard
4 Magus of the Moon (for non-basics)
4 Null Rod (to be SB in for Clamp against heavy artifact decks)
2 Pulverize (Also for artifact heavy decks)
1 Crucible of Worlds (In case you need sac'd mountains back)
4 Flametongue Kavu (Kills welders and annoying fish creatures)

So I think I've nailed the point of the deck here. This is the first draft. If anyone has any helpful comments please share.

-6 Mountain
+4 Wooded Foothill
+2 Bloodstained Mire

-4 Ball Lightning
+4 Mogg War Marshall (works well with clamp)

-4 Kindle
-1 Wheel of Fortune
+2 Flame Jab (kills welders, direct damage, and helps you get rid of land late)
+3 Swords to Plowshares (DSC, Titan)

-4 Avalance Rider (just not good enough....sorry)
+4 Jotun Grunt (clamp, attack, don't pay upkeep, draw)

-4 Lightning Serpent (too slow, sorry)
+_____ (gorilla shaman, goblin vandal- metagame choice)

I like the mogg fanatic. decent beater that can help against welder/bob

Possibly add red blast/pyro to main, since you really have no game play against combo.

possibly
-4 lightning helix
+1 Pithing needle
+1 Enlightened tutor
+1 Tormod's Crypt
+1 Two Headed Giant of Forys (best card in vintage right now)


those are my initial thoughts.




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Lurker101
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« Reply #3 on: September 06, 2008, 12:32:25 pm »

That makes it seem more like r/w fish and less like a sligh deck. I will cut the wheel for some extra burn though.
//Mana: 17
10 Mountain
4 Plateu
1 Mox Pearl
1 Black Lotus
1 Mox Ruby

//Creatures: 16
4 Ball Lightning
4 Lightning Serpent
4 Mogg Fanatic
4 Avalanche Riders

//Spells
2 Fireblast
4 Skullclamp (clamping postcombat mainphase sac creatures and echo creatures will net you much needed cards as sligh decks empty your hand fast)
4 Kindle
4 Flame Burst
4 Lightning Bolt
4 Chain Lightning
4 Lightning Helix
1 Wheel of Fortune (another cure for an empty hand that also dumps Kindles and Flame Bursts into the 'yard)

//Sideboard
4 Magus of the Moon (for non-basics)
4 Null Rod (to be SB in for Clamp against heavy artifact decks)
2 Pulverize (Also for artifact heavy decks)
1 Crucible of Worlds (In case you need sac'd mountains back)
4 Flametongue Kavu (Kills welders and annoying fish creatures)

So I think I've nailed the point of the deck here. This is the first draft. If anyone has any helpful comments please share.

-6 Mountain
+4 Wooded Foothill
+2 Bloodstained Mire

-4 Ball Lightning
+4 Mogg War Marshall (works well with clamp)

-4 Kindle
-1 Wheel of Fortune
+2 Flame Jab (kills welders, direct damage, and helps you get rid of land late)
+3 Swords to Plowshares (DSC, Titan)

-4 Avalance Rider (just not good enough....sorry)
+4 Jotun Grunt (clamp, attack, don't pay upkeep, draw)

-4 Lightning Serpent (too slow, sorry)
+_____ (gorilla shaman, goblin vandal- metagame choice)

I like the mogg fanatic. decent beater that can help against welder/bob

Possibly add red blast/pyro to main, since you really have no game play against combo.

possibly
-4 lightning helix
+1 Pithing needle
+1 Enlightened tutor
+1 Tormod's Crypt
+1 Two Headed Giant of Forys (best card in vintage right now)


those are my initial thoughts.





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Lurker101
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« Reply #4 on: September 06, 2008, 12:37:59 pm »

I've cut two fanatics for 2 war marshals and 1 Wheel for 1 Cave-In. Cave-In would hopefully hurt fish and Goblines.
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Lurker101
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« Reply #5 on: September 06, 2008, 02:50:31 pm »

After some testing, this is what the deck looks like now:
//Lands: 14
10 Mountain
4 Wasteland

//Creatures: 16
4 Lightning Serpent
4 Ball lightning
4 Avalanche Riders
4 Mogg War Marshal

//Spells: 30
1 Black Lotus
1 Mox Ruby
1 Lotus Petal
2 Fireblast
4 Skullclamp
4 Kindle
4 Flame Burst
4 Chain Lightning
4 Lightning Bolt
2 Pyroblast
2 Shock
1 Cave-in

//Sideboard
4 Null Rod (side out clamps)
4 Magus of the Moon
4 REB
3 Tormod's Crypt (needed graveyard hate)
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Blueskier
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« Reply #6 on: September 06, 2008, 03:24:45 pm »

Seriously, take those shocks out of the deck. Price of progress and lava spike are better. and flame burst/kindle are soo slow, isnt there anything better? flame rift perhaps?
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Soon-Man
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« Reply #7 on: September 06, 2008, 03:36:33 pm »

If the idea of the deck is raw speed, then why not play something like spark elemental.

Also, i think that instead of playing Flame Burst/Kindle that rely on drawing more of them, maybe playing black for some disruption wouldn't hurt. A good duress now and again never hurt anyone, but the opponent.
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Lurker101
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« Reply #8 on: September 06, 2008, 05:31:19 pm »

Well I'll keep testing. I was playing Spark Elemental but cut them for Avalanche Riders to provide some disruption. As far as a color splash goes, I tried that with white for lightning helix but may try splashing black. Thank you.
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Soon-Man
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« Reply #9 on: September 06, 2008, 05:44:31 pm »

the one thing that I don't like about avalanche riders is that it cost 4 mana. It's a 2/2 that you don't plan on keeping on the board very long. Your already playing a complete set of wastelands so is it worth it to spend a whole turn just to blow up one land? then on top of that you aim to put a clamp on it, which is another one or two mana(depending on if its in play already or not). Seems like a really good plan for a slower format, but since vintage tends to motor along pretty good I just don't think it's that great a play.

another thing i was thinking about is Cursed Scroll. Since you wont have a hand that often it should be easy to activate. The only thing that could be a road block for it though is the heavy play that Null Rod is seeing as of late. Then again, this card might just be too slow. Maybe Magus of the Scroll would be better? I think the safest bet would be Grim Lavamancer. I am not really sure, just putting out ideas to play with.
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mike_bergeron
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« Reply #10 on: September 06, 2008, 09:27:31 pm »

Well I'll keep testing. I was playing Spark Elemental but cut them for Avalanche Riders to provide some disruption. As far as a color splash goes, I tried that with white for lightning helix but may try splashing black. Thank you.

Avalanche Riders is barely disruption, in my honest opinion.  Null Rod, Duress, Extirpate after tutor, REB/Pyro...those are disruption in the right time. 

However, you want to be sligh, so some of those may not work for you.  I like Tattermunge Maniac better than the high casting cost ones, but it is up to you.

Jackal Pup 2/1
Tattermunge Maniac 2/1 - when the opponent barely plays creatures, they will beat for 8-10 life if you can delay their combo.

If you went the mana denial route, flailing soldiers looks like a lot of fun. 

Good Luck!
 
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Soon-Man
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« Reply #11 on: September 07, 2008, 08:59:51 pm »

Tattermunge seems like a great fit with clamp. It leans towards fish strategies with Cats and Dogs.
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Fubar
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« Reply #12 on: September 07, 2008, 10:21:02 pm »

Srry for bad english. . . .

Clamp decks always seem to have potential in 1.0.  That being said, there is an inherant sexyness in putting in good draw in sligh type builds.  And a workable clamp is the definition of good artifact draw.  Just be careful of newly released cards. . . . .
Don't get into cute/good ideas;  mana denial is our very good friend: that is why we "hate". 

Avalanche riders is a four mana disruption piece dude!
Spark is far beyound serpant [x=?] is a bad thing, go for the good one mana spells.  I gotta say the spark/clamp plays work great, clamp is a strong card, the problem is that you are a combo(burn) deck that is slower than 'BU' combo.


And btw, is lavamancer just a red 'bouncer' in this format?
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Lurker101
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« Reply #13 on: September 08, 2008, 12:36:53 pm »

New List:
//Lands: 14
10 Mountain
4 Wasteland

//Creatures:  20
4 Spark Elemental
4 Ball Lightning
4 Avalanche Riders
4 Mogg War Marshal
4 Goblin Tinkerer

//Spells: 26
1 Black Lotus
1 Mox Ruby
1 Lotus Petal
4 Skullclamp
2 Fireblast
4 Chain Lightning
4 Lightning Bolt
1 Cave-In
4 Pyroblast
4 Lava Spike

//Sideboard
4 Null Rod
4 Magus of the Moon
3 REB
4 Tormod's Crypt

Again, should be pretty self explanatory. Any suggestions are great. Thanks for the support so far.
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mike_bergeron
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« Reply #14 on: September 08, 2008, 12:44:09 pm »

New List:
//Lands: 14
10 Mountain
4 Wasteland

//Creatures:  20
4 Spark Elemental
4 Ball Lightning
4 Avalanche Riders
4 Mogg War Marshal
4 Goblin Tinkerer



//Spells: 26
1 Black Lotus
1 Mox Ruby
1 Lotus Petal
4 Skullclamp
2 Fireblast
4 Chain Lightning
4 Lightning Bolt
1 Cave-In
4 Pyroblast
4 Lava Spike

//Sideboard
4 Null Rod
4 Magus of the Moon
3 REB
4 Tormod's Crypt

Again, should be pretty self explanatory. Any suggestions are great. Thanks for the support so far.

No fetches still? I think a few could help out.  Also, Flame Jab to get rid of excess lands later on in the game still seems solid to me. 
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Soon-Man
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« Reply #15 on: September 08, 2008, 02:30:25 pm »

Tin Street Hooligan seems much better than goblin tinkerer. Its 1 toughness so it works with clamp and that one green mana isn't that hard to get between fetches and duals
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Wise
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« Reply #16 on: September 08, 2008, 03:23:57 pm »

I agree, adding 4 - 6 fetch lands will definitely help to thin out the deck, so you see better cards off your clamps.
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Dnine
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« Reply #17 on: September 11, 2008, 11:33:14 am »

Only 17 mana sources?  Did I count that right?  Clamp is pretty mana intensive.  Your curve is also pretty high with 3cc and 4cc spells.  This seems like the perfect deck to utilize chrome moxes unbanning.  I would add 4 C. moxes and another land or 2.  Remember your wastelands aren't supposed to be used to cast spells. 

Mog war marshal is also very bad.  In order to get any benifit out of it you will need 3 mana open and clamp in play.  You have to cast him and equip him on the same turn to draw 2 cards and have 2 1/1's that can't swing for a turn.  You will need to be much faster then this. 
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Lurker101
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« Reply #18 on: September 11, 2008, 04:07:36 pm »

Only 17 mana sources?  Did I count that right?  Clamp is pretty mana intensive.  Your curve is also pretty high with 3cc and 4cc spells.  This seems like the perfect deck to utilize chrome moxes unbanning.  I would add 4 C. moxes and another land or 2.  Remember your wastelands aren't supposed to be used to cast spells. 

Mog war marshal is also very bad.  In order to get any benifit out of it you will need 3 mana open and clamp in play.  You have to cast him and equip him on the same turn to draw 2 cards and have 2 1/1's that can't swing for a turn.  You will need to be much faster then this. 
I've taken your advice. I'll post a new list after some testing.
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