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Author Topic: Ankh Sligh  (Read 32674 times)
Fëanor
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« on: January 19, 2004, 09:00:25 pm »

reprinted from the temp forum, this deck won me a scrub tourney. I first posted this deck to ask what i might do for it in order to charge it into power T1. after a few changes i ended up with this build. the slith firewalkers often give a hard time and im afraid i may have to return back to the mogg fanatics. any feedback welcome, post your love or disgust, anything but spam. there are many tournaments coming up i want to prepare this deck for. thanks for the help both present and past.

ps: meta = keeper, slave, MUD, suicide, some innovative T2 rebuilds too...

//0cc
R lotus petal
R mox ruby
R black lotus
//1cc
4 lightning bolt
4 chain lightning
4 mox munky (those funky munkys)
4 slith firewalker
4 goblin cadets
//2cc
4 ankh of mishra
3 PoP
R fork
//3cc
4 pillage
R wheel of fortune
//free or 6cc
3 fireblast
//Land
13 mountain
3 barbarian ring
4 wasteland
R strip

SB:
5 BEB
4 R+R
4 anarchy
2 bloodmoon

peace Cool
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Yttric Ventus
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« Reply #1 on: January 20, 2004, 06:24:41 pm »

Barbarian Ring and Fireblast? I suggest getting rid of Barbarian Ring entirely for more Mountain.

Definitely remove Wheel of Fortune. Replace with Black Vise.

Black Lotus has proven to not be the greatest addition to Sligh. Remove it for another Price of Progress.

Remove Pillage for Incinerate.

Isochron Scepter is another option, some builds are beginning to run them.

Good luck!  Smile
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RoadTrippin
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« Reply #2 on: January 20, 2004, 06:46:23 pm »

I wanted to hold back posting this until I worked out the problems a little more, but what the hay, I'll post it just to throw a fresh idea out there.

RoadTrippin' Sligh

//Utilitah:
4 Isochron Scepter
1 Fork
1 Wheel of Fortune
3 Crash
1 Black Vise
4 Ankh of Mishra
//Burn, Baby Burn:
4 Lightning Bolt
4 Chain Lightning
4 Price of Progress
4 Shrapnel Blast (with 21 targets maindeck, you're alright here)
4 Incinerate
3 Fireblast
//You're gonna pay for that:
4 Mishra's Factory
4 Great Furnace
1 Sol Ring
1 Chrome Mox
1 Black Lotus
1 Mox Ruby
11 Mountain

SB: 4 Tangle Wire- used to maindeck these because they essentially don't slow you down much at all with the plethora of burn spells as opposed to permanents you need to win.
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« Reply #3 on: January 20, 2004, 06:48:24 pm »

Hi
Im playing a very standart Sligh:

10 Mountain
4 Barbarian Ring
1 Black Lotus
1 Sol Ring
1 Mox Ruby
1 Strip Mine
4 Wasteland
4 Goblin Cadets
4 Gorilla Shaman
4 Jackal Pup
4 Ankh of Mishra
1 Black Vise
4 Chain Lightning
4 Isochron Scepter
1 Fork
4 Incinerate
4 Lightning Bolt
4 Price of Progress

Cards im thinking of looking in to are Slith Firewalker and Grim Lavamancer but dont have any at the moment. But you should really give Isochron Scepter a test run.
If you meta looks like that you might wanna run Blood Moon in main.
I dont quite agree with Yttric Ventus that the Lotus is bad, because it can give you a killer start or mana when you got Ankh down.

Good luck.
-MTG_Djinn
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Fëanor
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« Reply #4 on: January 20, 2004, 08:50:55 pm »

Yo, itsa me, Mario.......erm or TIKI.......

@Yttric Ventus: a few things...first, ugh yes its true, theres a huge mana problem in my deck, the barbarian tings dont bother it too much, and they are a very useful finisher for when youre in a tight situation, although i hate being laughed at for taking damage Razz.
i may try the deck -3 ring, + mountain
um........wheel is power dude. cant say i havent used it in every red or red splash deck ive ever made and it doesnt slow me down, nor screw me over. i tend to only use it when i my opponent is in the danger zone and i need a blast or bolt to finish him off. i used to use browbeat......now which one is better? Wink
i can see why you think theres no reason to run lotus. however, there are VERY few decks that wouldnt benefit from it. MTG_Djinn proved it true when he says i can drop first turn ankh badness and a creature to boot for free.
personally id love to play incinerate over pillage, but here's where the land control thing comes in. some decks can play perfect on two or three land, like my deck Surprised . i need to have some sort of land control in order for ankh to be useful, burn of course is good...pillage is also a useful maindeck shatter...id like to hear from you guys about this....cause i dont know what to do here.

@road trippin: your deck looks freggin cool. however, i dont think my deck is anything like it, and its really only because of mishras and "big blast"
nevertheless i think ill build this deck for use in casual gaming, it looks too fun to pass up the chance to play it.

@MTG_Djinn: with the addion of sol ring, it looks quite fit with 8 2cc arts. but, im not sure whether the whole scepter thing is fast enough. you may end up wasting a whole turn and then have it be disenchanted or something. if you want more burn, use browbeat or wheel... Exclamation

thanks everyone for your ideas, i would apreciate any others if you have them

peace Cool
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HuntedWumpus
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« Reply #5 on: January 20, 2004, 08:54:22 pm »

Looks pretty modern and up to date. I dont agree with pillage, but perhaps it will give you and edge in your meta. I would switch Cadets for Jackal pup. At least u can afford to swing into negators and other stuff if your holding no burn. I have tried Scepter and Cursed Scroll, i still prefer the scroll. Colorless burn is cool, and you dont loose the first bolt and early beatings.

Ankh Sligh

4 Jackal Pup
4 Slith Firewalker
4 Gorilla Shaman
4 Lightning Bolt
4 Chain Lightning
4 Incinerate
3 Fireblast
3 Price of Progress
4 Cursed Scroll
4 Ankh of Mishera
1 Black Vise
1 Fork
1 Wheel of Fortune
1 Mox Ruby
1 Black Lotus
1 Strip Mine
4 Wasteland
12 Mountain

Sideboard:
4 Red elemental blast
3 Rack and ruin
3 Mogg Fanatic// Blood Moon
4 Chimeric Idol

Thats about what i would be playing. Good Luck

BTW barb ring and fireblast dont Synergize. Try 2 of each if you want to run both. I did that for awhile and it worked okay, but in the end i found barb ring to not be very effective, and i like my 3rd blast. Also a good wasteland target, that a big problem since you wana run as little land as you need to function.
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Fëanor
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« Reply #6 on: January 20, 2004, 09:29:41 pm »

here's a link to my web page, its crap, shutup...

the ankh sligh link corresponds to the temp forum thread. i put it here so you can read what people had to say when TMD was down...

http://www.tyler.tiki.com

@Hunted Wumpus:

goood point on the ring...

slith firewalker may still be a problem reagardless...ill test  the deck and see...

peace Cool
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Yttric Ventus
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« Reply #7 on: January 20, 2004, 10:54:27 pm »

I don't run WoF in mine because it often gives combo decks the boost they need to win.

The main problem I see with some of these decks is running 3-4 Fireblast with so few Mountains. Maybe it's just me.
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Razer51
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« Reply #8 on: January 21, 2004, 01:28:39 am »

Quote from: Yttric Ventus
I don't run WoF in mine because it often gives combo decks the boost they need to win.

The main problem I see with some of these decks is running 3-4 Fireblast with so few Mountains. Maybe it's just me.


Definatley a good call.

Heres the build i posted on the 'crap forums':

DOME - 14
4x Lightning Bolt
4x Chain Lightning
2x Incinerate
2x Price of Progress
1x Fork

Critters - 12
4x Slith Firewalker
4x Jackal Pup
4x Gorilla Shaman

Disruption - 11
4x Null Rod
3x Blood Moon
4x Anhk of Mishra

Ma Na - 23
4x Wasteland
1x Strip Mine
3x Barbarian Ring
1x Mox Ruby
1x Black Lotus
13x Mountain

SB: Depends on Meta
ReB
Rack and Ruin
Pyro Pillar
Psycho Probe
Dwarven Blast/Miner
Anarchy
Tormod's Crypt

ETC


I dont feel like discussing the merits of this deck; the list speaks for itself.

C
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Rane
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« Reply #9 on: January 21, 2004, 02:55:04 am »

Anarchy is a pretty jank, there's MUCH better stuff to put in your SB, unless Anarchy is REALLY good in your meta.

WoF is REALLY REALLY REALLY BAD in any competitive meta.  My meta is very compeptitive and diverse and you will never live another turn to use whatever you drew off it.  Sooooooo many a time I have Wheel'd into a godlike hand, only for my opponent playing keeper to like, drop mox, lotus, academy, mind twist me then cycle decree.  To answer your 'question' Browbeat > WoF.  Seriously, and seeing as though BB is complete jank then there's no chance in hell WoF makes the cut.  It is not restricted because it's too good in Sligh, it's restricted for other much more broken reasons *cough* combo *cough*.  

Sol ring is only good in Razer51's build.  Unless you run say 12 cards that can make effective use of it, it's nowhere near worth the slot in mono-red Sligh.  On that note, his build is quite similar to mine.  Null Rod SB's in for Scroll or Sceptre, whichever you use, and BM frequently is great in my meta earning 4 SB slots.  Along with Ankhs Sol Ring goes from useless to usefull.

I would never use Lotus, or Chrome Mox/Mox Diamond/Lotus Petal for that matter, in Sligh.  I have exstensivly tested these cards and found that most aggro, especially Sligh, does not want to trade a card for the chance of a slight 1st turn boost.  After first turn these cards become completly useless, and you would have given anything to draw a bolt instead.  Believe me, I'm just trying to save you time.  If we could still have a good chance of drawing Chrome Mox on the first turn, then it would be worth a slot, but we can't, so don't bother.  You WILL regret it.

Pillage is great, it helps mana denial with Wastelands and basically do net you 2-4 dmg because they need to drop extra lands just to stay in the game.  The added bonus that they can take care of things like 'Nought and 'Core are merely bonuses Wink.  They also destroy other Scrolls/Sceptres in the mirror and can target Keepers lone Island.  Never a dead card, one of the best changes I ever made.  3cc also helps get around Chalice more so.

Last things;
- Pup > Cadets, but both are excellent creatures.
- Slith is overrated, and is annoying when drawn with Ankh in opening hand when you'd rather have a Pup to drop first turn.
- Shrapnel Blast is way inferior to the original Fireblast, but together they can do MAD dmg.  As long as you have significant amounts of artifacts to sac.  Note: Never use more than 3 of each.  That's at MAX.
- DON'T use Rings or Artifact Mountains.  Because most decks run 5xWastes, Sligh match-ups basically mean your opponent has 5xWorthless cards in their deck.  They would prefer their Strip Mine for mana in a Sligh matchup heh.

I'd like to just remind you all that mono-red Sligh cannot cope with as many things thesedays as Sligh with a colour splashed.  So it relies more than ever on it's consistency.  When thinking of cards for you deck, ask;"Is this card useful to many at ANY time I play it?"
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« Reply #10 on: January 21, 2004, 06:06:35 am »

Quote from: HuntedWumpus
I have tried Scepter and Cursed Scroll, i still prefer the scroll. Colorless burn is cool, and you dont loose the first bolt and early beatings.


What can I say! I dont agree on this one. I like the scepter more because it hits its target every single time, it can ofcourse be countered but the Scroll dont hit every time. The scroll also needs 3 mana to activate, and thats a lot in Sligh. The Scepter is also cool because it can more then just shoot, is has Price of Progress and Fork as targets. Not many decks are loadet with artifact removal so with 4 Scepters I like the odds.
My testing shows me that the Scepters gets a lot more use then the Scrolls.

-MTG_Djinn
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Rane
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« Reply #11 on: January 21, 2004, 07:46:07 am »

Quote from: MTG_Djinn
What can I say! I dont agree on this one. I like the scepter more because it hits its target every single time, it can ofcourse be countered but the Scroll dont hit every time. The scroll also needs 3 mana to activate, and thats a lot in Sligh. The Scepter is also cool because it can more then just shoot, is has Price of Progress and Fork as targets. Not many decks are loadet with artifact removal so with 4 Scepters I like the odds.
My testing shows me that the Scepters gets a lot more use then the Scrolls.

-MTG_Djinn


I'm not supporting either here they both have their merits but;
- How does Sceptre hit its target everyt time?  It has the same chance to be used as Scroll on the same turn as being dropped, and it's worse in this department because people can destroy it before you get an activation netting them card advantage.  Sceptre needs 2 activations to Scrolls 1 just to be on par, the only way it ever gets ahead is if they quality of the card imprinted is better that 2 colourless damage and although it normally is, you will rarely get more than two activations out of it if at all one.
- Do you play T1? Decks ARE LOADED with VERY EFFICIENT artifact removal.  If not in your meta then lucky you but don't give false information.  Most T1 meta's are filled with artifact removal, namely RnR but there are many others.  This is the main reason to use scroll over Sceptre, as Sceptre often nets -CA.  Scroll also is colourless, which is the entire reason Sligh loves it.  

EDIT:  Sceptre is better in decks with colours splashed so it has more efficient targets.  PoP and a lone Fork are not enough.
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Fëanor
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« Reply #12 on: January 21, 2004, 09:44:43 am »

Rane said it perfectly, i was just to lazy to say it myself Very Happy

both artifacts tend to take up at least one of your turns, in which time you should be playing some creature or dealing more damage so you can get your opponent into the ankh zone. you dont have time to build up your army, you need to give the swift kick so you leave your opponent helpless...same as in pilllar/sligh.
and the point is, these artifacts are VERY easliy disenchanted or something of the like. if T1 players cant stand: mindslaver, moxen, orbs, scepter, mana artifacts, karn, tangle wire, the list goes on...then they cant stand a stupid scroll...........

ugh, these comments may just make me take out my wheel. the problem though is that in T1 where there is more pressure, etc. i will run out of steam a lot quicker. I need some sort of draw. as i mentioned earlier wheel is my way to finish my opponent b4 he gets another turn to do something that would turn the game around. wheel gives me 7 cards...sure my opponent too,  but not all 7 cards are countermagic. with seven new deck cards, i should have enuff burn to end my opponents life right there, if not with two bolts, then with the bolts to buffer the countermagic and then drop your fireblast Exclamation
i can take out wheel, but then i would have 0 draw...i technically NEED either wheel or beat.

with the power mana: heres how i look at it. the metal and diamond are useless as it gives you no edge at all, just a headache and loss of card advantage. but ruby indeed is very useful. i do not need to say it again but i will. ankh is kickass first turn, or anything for two mana first turn. ruby also helps with my lack of mountain for slith and pillage.
the lotus was the main qweshun, hm.........well, it all makes sense, the lotus woud be just like the petal and it would be gone after the use, but it gives three mana for free, thats worth anything especially considering the amount of land im running. im just thinking of the things i could do 1st turn with a power card in play. this makes me think about the petal in a new light though. if i ran either, it would be (big surprise) black lotus. so maybe i should only play the lotus...idk

im not seeing what makes the pup any better than the cadets, other than the fact that the pup has better art....... :lol:
cadets will die if blocked, so will pups. pups will deal you one damage, cadets will deal you nothing save the servitude that they were meant for. Now which card is better?

@razer51: cool deck. qweshuns tho

-what makes the null rod better than the munkys? technically ive never actually known the answer to why people play null rod in a red deck. slaver?
-the miners, they could be another form of LD. i dont really think theyre fast enough, but what i need is efficient LD. maybe ill put them also SB and see if it makes any difference.

Anarchy is bad??????? can you find a better red card that wins you a game over white? i know theres a lot of them, but anarchy just pounces weenie and other...

once i put in more mountain and take out the rings, i think my base can handle the sliths and pillage, so no more problems there.

im thinking next time i post, ill have a new version fo the deck. keep the comments coming. thanks all

peace Cool
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Rane
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« Reply #13 on: January 21, 2004, 10:09:23 am »

I never said Mox Ruby was bad Wink.  It's a definte in all my Sligh decks.  All it is is a Mountain that can be droppped first turn, and later sacked to Shrapnel Blast if you're usin it.  Sure it can me eaten by monkey, but you really don't mind after turn 2.  All the other imitations are the ones that are bad.  They all net you card disadvantage, even lotus, cause seriously you would rather draw a mountain.  With the <20 lands that Sligh runs (excluding Wastes), you don't want one of them to be non-permanent.  Also again with the ANY CARD USEFUL AT ANY TIME policy.  Lotus is crap after turn 2.  You'd rather have a Mountain to sac to Blast.

Null Rod is THE BOMB, in SB.  It should replace the Scrolls/Sceptres in your deck in matchups vs Keeper, Stax, most Combo... basically anything that uses artifacts by the dozen.  It's not better/worse than Monkey, it's combined WITH Monkey that it terrorizes.  I have 3 SB.

The problem with Slith is not having the right coloured mana, it's that you don't really ever have time to drop a 2cc creature in Slighs mana curve - see above explaination in a previous post.  I haven't written him off yet, because he can be a game sealer, but turn 1-6 he's just... argh.

EDIT:
On anarchy and WoF

Anarchy is complete crap.  Ask any serious T1 player.  It is the game vs WW and if WW with pro-red creatures is in your meta then like I said use it.  But in competitive T1 NOBODY uses WW anymore it's a REALLY bad deck vs like, everything but Sligh.  I used to use Anarchy when my meta was noobs, but now that its like, super-tech, nobody in their right mind plays decks like WW.

I know EXACTLY how you feel on running out of speed.  I used to be one of the biggest advocators of BB and WoF on other boards.  Simply put however, if you run out of steam, these cards aren't going to save you.  Far better is to use cards that don't run out of steam.  It's the closest solution to card drawing Sligh is ever going to get outside of splashing a colour.  I'm refferring to cards like;
*Grim Lavamancer - Re-useable, der.
*Slith - Starts as a shitty pup, but when your out of steam he's a game in-and-of himself.  Just keeps gettin' bigger.
*Scroll/Sceptre - Re-usable, der.
*Ankh - Continuous deterrent and/or dmg.
*Pillage - Essentially is a burn spell with Ankhs in your deck, that can by you more time to draw some more cards for the win.
*Reckless Charge - Charge and Pillage are my new 'boys.'  Charge can effectivly deal 10 dmg for one card, or at least 8 if you're smart.  These guys have kept me running at 300km/h in my enemies eyes even when in TD mode.  Combined with the others I have near-unlimited fuel.
This is the way to go, trust me.  Until they print Ancestral in red and allow you to run 8 copies, Sligh is not going to get effecient card-drawing.  Stick with effects that 'give you more bang for your buck' so to speak.
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Fëanor
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« Reply #14 on: January 21, 2004, 11:24:44 am »

okay very true on anarchy. out of SB

slith IS slow, and its useless at times. i would rather play cadets and mogg fans. at least they come in first turn before an ankh and dont get in ankhs way.
id SB null rod, but i dont think i could bear to MD it

if you read the thread that was the temp crap forum, you know that i started without the sliths and i won that tourney without any probelms. for now, ill have to settle for mogg fanatics or pups, and still i dont see why youd want to run cadets that burn you....... Question

mmm...red ancestral. that would be the sweetest misprint ever......silavating now, skjhsjakjhgfdkjhakjhafkgvfhjd vf........................... ............. ok done

i shall consider the charge since i have enough creatures, and they tend to be unblocked.

i get your reasoning on wheel, and im going to try the deck without it. heres what gave me the idea to play red at all. Sytupal used to play kickass red and all of his cards meant nothing to my deack because they were all expendable. my deck was fit for tounement play and i couldnt find a way to cripple him, since his moggs were dispensible, all his burn, the mages, etc, they all had a backdoor escape from death. so i tried as hard as i could on the previous forum to make a straight burn deck and it turned out horrible. im trying ankh with the hopes that this little bit of control will fuel my win, and so far its working. thats why i have no draw, and im afraid that if i throw in killable artifacts or little fire/ice targets like the mage, it will just be turn after turn of card for card play until my opponent gets enough cards to take control

(the SB pyrite is explained in the temp thread i linked to up above)

TIKI'S all powerful deck of ankh sligh powerfulnessly powerful power

//0cc
R mox ruby
//1cc
4 lightning bolt
4 chain lightning
4 mox munky
4 mogg fanatic
4 goblin cadets
4 reckless charge
//2cc
4 ankh of mishra
2 PoP
R fork
//3cc
4 pillage
//free or 6cc
3 fireblast
//Land
16 mountain
4 wasteland
R strip

SB: dont know the numbers yet...
BEB
R+R
bloodmoon
PoP
pyrite spellbomb

thanks Rane (without the 'y'. ehm, i collected Destiny, dont ask....)
please keep the comments/debates coming, i only think its getting better...

peace Cool
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Razer51
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« Reply #15 on: January 21, 2004, 05:45:06 pm »

Null Rod - Shuts down Moxen, Scepter, Slaver, Scroll (Cursed and Rack), Metalworker, Karn, Sol Ring/Monolith/Lotus.  Every type 1 deck in my meta uses some, if not most of these cards.  WHy would you not MD it when everydeck you see is powered; if resolved it forces them to play lands for mana, making Ankh do its thang.  Run them in conjuntion with mox monkey.

Blood Moon MD for same reason, EVERYONE runs non basics.

Barb rings are a given.  2 pts colorless damage, very important for this deck.  I only run 2, and I dont drop them (Usually) until I play to throw them at my opponents head.

Anarchy.  Reds only effecient answer to CoP: Red.  Maybe its jank.  Maybe its costs 4!!! But its better than staring at a CoP: Red and scooping.

Dwarven Miner.  Really helpful agains Gro decks etc.  Its a must counter for a Gro deck.

How is Slith NOT good?  It broadens your curve, so Chalice for 1 doesnt mean game, long term its reds MOST efficient weenie, and if I need to do THAT math for you.....

Lotus is an iffy call for me.  Random 1st turns yes, but also helpful against random LD decks, Ive just founds its usefull about 80% of the time when I get it.  

Isochron.  Obvious poor synergy w/ Null Rod.  Null rod is just better, I feel.  Even w/o Null Rod.  I just dont like it.  Its to situational.

Cursed Scroll is waaay to slow for this Meta.  Null Rod and Blood Moon serve to disrupt your opponent (if theyre playing a 'real' deck Very Happy ) Two points every other turn is ok, but I just dont like it.

WoF is great in Longish decks.  This aint Long.  Do you want to give give Long/Keeper/Madness/Slaver/Stax/Tog a new hand, throwing all the cards in their hand to the yard?  NO.  NEVER.

C
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« Reply #16 on: January 21, 2004, 09:04:45 pm »

@ Razer -
The way you talk about the Rings is, well, stupid.  If you are holding onto them as a burn spell, then firstly they should take slots in your deck not land spaces.  2nd, you have a colourless 2 dmg that you can only use if you have threshhold.  Pyrite Spellbomb >>>> than that.  Seeing as though Spellbomb is not great then I don't see why you use Ring.

Anarchy is jank for the reason I stated above.  If CoP:Red is hurting you then firstly it isn't going to come out often, as only like Keeper uses it and there's only one copy they have to tutor for.  During this time and the casting of it they aren't countering you.  You should be able to kill then long before it hits the table.  Even when it does, you can normally overrun it with Wastelands+Monkey+Pillage.  They don't have the mana to stop everything.  Another reason why Lavamancers are so great.  On top of this you have Ankh and Scroll as colourless dmg.  You obviously find CoP a problem because you aren't running Scrolls.  They are NOT to slow lol.  Think of them as a 4cc 2 colourless dmg burn spell, that can be flashbacked endlessly for 3.  IF YOU REALLY REALLY REALLY CAN'T STAND COP STILL AND LIKE EVERYONE USES IT, THEN ADD FLARING PAIN WHICH IS STILL BETTER THAN ANARCHY FOR THIS PURPOSE.  If a Keeper player has mana to operate CoP, then you don't think they have a counterspell or 5 to protect it?  Flaring Pain has flashback, use this if it's really bothering you

Slith is annoying for the reasons I wrote before, read other peoples posts before you reply.  I listed several reasons, all showing that IT DOES NOT WORK NICELY WITH ANKH.  Like I said it's still a great card and is awesome late game, but with all this talk of late game I don't think your deck is fast enough.

In Summary Wasteland+Strip+Pillage+Monkey and maybe Rod are enough mana denial to really cripple them, along with Ankh and maybe scroll, CoP shouldn't really bother you.  With Reckless Charge, you can easily put a control or combo player on 6 by the 3rd turn.  (1T:Pup, 2T:Cadets+Charge-Af7, 3T: Flashback Charge-Af7.)
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« Reply #17 on: January 21, 2004, 09:42:16 pm »

Flaring pain>Anarchy.

Must be countered twice.
Not mana drain target.
Will leave you with mana left over to burn even more.
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« Reply #18 on: January 21, 2004, 09:59:18 pm »

To be completely honest, Cursed Scroll in Ankh Sligh is terrible. 3 mana to activate, does that add up compared to Ankh's CC? You'd be spending all or almost all your mana for 2 damage a turn. Instead that mana can be used to play spells that actually help you win quicker. Keep that in mind. In regular Sligh, Scroll is good though. Just thought I'd mention it.  Smile
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« Reply #19 on: January 22, 2004, 12:16:19 am »

ok ok ok....stop the debating. i refuse to run scroll at all. ever. if i ever need two colorless i have SB a WW control card that has the option of being not so useless in such a situation plus its cheaper, spellbomb.
i dont think id ever run scepter either, as i intend to put in the null rod. the rod, i realize now, thanks to Razer51, that the rod is just top knotch control all over the board against all my matchups. i didnt realize before how many decks it shut down.

i must now put in sol ring, due to the large number of turn one drops that could be helpful. i may, with some feedback, consider the crypt or any other artifact mana. tell me what you think.

i found that chalice exists very rarely in type one around here. a few decks that play them need to come to terms that i have a SB full of nice shiny R+Rs and chalice would be a fool not to chalice for three before they did for two, pillage.... Rolling Eyes

um...another debate. nope im sorry. rings are not going back in. the two damage i thought was a great way to get your opponent to reach the danger zone, but often losing a land in this deck is not acceptable. i have waste-protection, so strip mine and LD decks would own me, but LD decks suck anyway in T1 for the most part.

alright, heres a debate i dont quite know how to resolve. yes i give my opponent a brand spankin new hand, but so would memory jar...is memory jar completely useless? it may not be dynamite but its worth the five mana. and why not memory jar for three? WoF may very well be on its way back into the deck.

as for the cadets...i used to play this card all the time. it seemed fool proof. if it gets blocked, it dies and my opponent never gets the lil gobbie. but it is not so true i fianally realize. jackal pups are going in over the cadets.

to be telling the truth, Slith just isnt worth the good creature dealie. playing this deck for a while now, i realize, the other player looks at this card and resolves to find a way to get rid of it. the munkys and the moggs, they just laugh at and they wont realize i plan to actually attack with them and kill them with the littlw buggers until theyre at four and ive just flashbacked Reckless Charge.
other problems with the slith include still a backup with mana. for two mana, id rather play: rod or ankh to gain control rather than play slith and not set control on my oppoenent so that he has enough time to throw a blocker in the way.

oddly enough i havent ever used Price of Progress...even though it would kick ass in my meta. the problem with it is that usually it only will deal two or four damage, and id much rather see my opponent without non-basics in play period. waste land in effect is non synergetic with PoP. i think i should replace the PoP with the much less dead incinerate for now.

so...i should play maindeck bloodmoon....? well i find the card to be almost useless in my deck anyway. let them have their non-basics. ill simply strip them......... Twisted Evil

for some reason, im still considering lotus to have quite the first turn power. it would be a great dream to be able to play ankh and rod on turn one and have the game be mine by default. i just cant give that opportunity up.

no flaring pain for me. i realize if i have the rods, i habe keeper by the ankles anyway.

heres how the deck looks now. please keep the comments/brutal-lingual-beatings coming:

TIKI's deck of wonderfulnessly wonderful wonder that kills things and people and usually wins

//0cc
R black lotus
R mox ruby
//1cc
4 lightning bolt
4 chain lightning
3 mox munky
3 mogg fanatic
4 jackal pup
4 reckless charge
//2cc
4 ankh of mishra
3 null rod
//3cc
4 pillage
R wheel of fortune
//free or 6cc
3 fireblast
//Land
16 mountain
4 wasteland
R strip

SB:
4 BEB
4 R+R
4 PoP
3 pyrite spellbomb

peace Cool
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« Reply #20 on: January 22, 2004, 01:36:36 am »

I'm currently running this version of Ankh Sligh

//Burn
4 Lightning Bolt
4 Incinerate
4 Price of Progress
2 Shrapnel Blast

//Threats
4 Goblin Cadet
4 Mogg Fanatic
4 Gorilla Shaman

//Utility
4 Ankh of Mishra
2 Isochron Scepter
2 Cursed Scroll
2 Shattering Pulse
R Black Vise
R Mox Ruby
R Fork

//Land
16 Mountain
4 Wasteland
R Stripmine

//Sideboard
4 Scald
4 Sirocco
2 Pulverize
3 Bottle Gnomes
2 Optional (Blood Moon, Tormod's Crypt)


PoP I maindecked due to the lack of budget (??) in my local environment.  Shrapnel Blast is a finisher and has 10 targets to choose from, but often gets sided out for Pulverize when necessary (WelderMUD).  I chose it over fireblast since fireblast is much more of a late game spell and sacrifices the mana base, which is not good when I'm running scroll.  No Jackal Pups since I dislike the drawback when facing mirror matches.  I have tried out Slith Firewalker and found the RR casting cost to be restrictive and inefficient.  Everyone compares how by turn four the slith will be doing more damage, but I'd rather drop two dorks (which will do more damage) and risk overextending.  For a while I only ran 3 Gorilla Shamen but again with lack of budget, 4 just seems to be the best choice.

The 2/2 Scepter/Scroll format has been working out great.  It lowers redundant topdecking of multiples of each.  I dislike Scepter for the card disadvantage (initially, since you need at least 3 turns to turn it into a one card advantage, as well as you will generally be playing other spells) but the threat of scepter on the table is still great.  I also dislike scroll for the mana intensity, but my deck begs for colorless damage.

Maindeck Shattering Pulse (or shatter) because there is not a deck in my meta that it is dead against.  Goes against Solomoxen for mana denial (monkeys are really only good against moxes, and ramping to three mana usually means the game has dragged to mid-game), answer to chalice (especially with sphere as backup), can throw it on a stick, beats factories in the head.  I have not seen anyone run stompy locally either.

Sideboard choices are as follows:

Scald:  I like the idea of casting and forgetting, it goes along with Sligh's aggro-control format.  If I wanted to be playing counters, I'd run blue.

Sirocco:  MVP against any blue-based control deck.  Want to hold counters against me?  Be my guest, pay a price.  On its own or on a stick will own blue's "card advantage" theory.

Pulverize:  Only need two in addition to the already maindecked artifact answers.  Sacrificing two mountains is a small price to pay for saying "good game" to welderMUD.

Bottle Gnomes:  Tech against aggro, especially in mirror matchup.

I leave 2 open slots depending on whats in the format.  Blood Moon for Trix and Tormod's Crypt for Dragon.  I may even up the slots to 3 dropping down to 3 Scalds.  I don't run Pyrokinesis because I hate the card disadvantage.



I ran a similar version at a local proxy tourney placing second in a field of 8.  I went through Rector Trix (game 1 he got first turn rector ><) and Masticore/Phid (?!?!) before IDing with the final guy running Belcher Parfait.  We played out to see what would happen.  Game 1 I got him down to 1 life, but he had double land tax, scroll rack, zuran orb going.  Game two he got Orim's Chant on a stick and I had left out instant speed artifact removal.  -_-



EDIT:  One question though, what does Sligh do against TnT?  Roll over?
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« Reply #21 on: January 22, 2004, 03:33:48 am »

Against TnT Burn is a godsend Without Lavamancers it can be kinda hard though.  It seriously is better to NOT destroy TnT's land.  Bar obvious targets that they win off (Workshop).  You need your PoP to squek out as MUCH damage as possible.  Shrap+Blast for 9 can really be a lifesaver.. currently trying to figure out how to fit that in the right ratio.  With 2 Mounatin and a Sol Ring, you can got PoP+Shrap+Blast and seriously squeek out some insane dmg.

Some comments on your deck.  I say up Shrapnel to 3, or add Fireblast as well and try to reach a balance.  You need at least one of them in Sligh these days, and 2 is not enough of a chance to draw one.  RnR >>>>> Pulse.  With Ankhs Pillage is even better.  MD artifact hate isn't that great in Sligh unless it's Pillage in Ankh Sligh.  You need to be able to turn pretty much any spell into dmg when needed, and pillage ANY LAND OR MOX should pretty much force them to drop more mana and you get Ankh dmg.  Shatter is much more choosy in it's targets.  I know you obviously put it in to imprint on Sceptre, and for the instant speed removal so you don't get in Iso-Lock again - but RnR is better instant speed removal and it's a waste to stick that on a Sceptre.

This brings me to my main problem with this deck.  Sirocco on a Stick.  This obvious ploy is to get this on a stick and abuse.  HOWEVER this comes with major problems.  If they ever see you put this on a stick they WILL counter it.  This nets you card diadvantage, probably gave the mana (Drain) and if you had another Sirocco made it do less.  Mono-Blue players only have 2-3 instant blue spells in their hand AT MOST.  More likely 0-1.  More importantly these cards are almost always counterspells, albiet the odd Ancestral or tutor.  The point is that any time these card is dangerous is the same time they will have a counterspell.  This card is great vs Noobs who tap out but any decent Blue Mage will NEVER get hit by this when it matters.  It basically becomes "1R-Instant: Target player plays a counterspell."  this type of 1f1 trade is NOT good enough for Sligh.  The only time this card would ever be good would be if you got it successfully on a stick (I HIGHLY doubt the consistency of this happening) and procedeed to play it against a mono-blue deck that doesn't have a choice whether it holds blue cards or not.  Any good deck like MUC or Keeper will just Brainstorm to save their cards anyway, and perhap get a Wish or tutor to go get artifact hate.  Plainly speaking, this card is a catch 22 and sux.
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« Reply #22 on: January 22, 2004, 05:33:57 am »

@Rane
Quote from: Rane
If they ever see you put this on a stick they WILL counter it

How is that possible? You only imprint, if its not countered!

@Feanor
4 Reckless Charge is to many with only 10 Creatures.

I think that these cards should be in every Ankh Sligh deck. the starting line up if you will:

//Burn (12)
4 Lightning Bolt
4 Incinerate
4 Price of Progress

//Critters (8)
4 Gorilla Shaman
4 Jackal Pup

//Utillity (4)
4 ankh of mishra

//Mana
X Mountain
4 Wasteland
1 Stripmine
1 Mox Ruby

The remaning slots are then up to the person that are playing the deck, because we all have different cards we like more then others.

-MTG_Djinn
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« Reply #23 on: January 22, 2004, 05:50:29 am »

As MTG_Jinn said, Isochron Scepter has to resolve before imprinting, hence even if they counter, they only get the scepter.  It's like Decree of Justice, any good player won't spend X until cycling resolves because if it gets stifled, they just mana burned pretty well.

Sirocco >> REB/Pyroblast for the reason that if they are holding two counters or more, you do get them out.  Against a lot of players, Sirocco is quite disconcerting, because either they pay their life, or they counter it.  If they counter it, one less counter they have for my final blows.  Also, you do sirocco as a RESPONSE to them brainstorming.  Sure, you don't get the brainstorm, but they don't get to hide their cards.

I've really tried fireblast and can't say I've liked it, since it really is a dead card until late game IMO.  Also, if I wanted to up to 3 shrapnel blasts, I'd need more artifact targets.

You're right about my choice of maindeck artifact hate.  It is very selective, but instant speed removal really is a must, and again I don't think the manabase supports 3cc spells that well.
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« Reply #24 on: January 22, 2004, 06:49:52 am »

I worded myslef badly in the counter Sceptre line.  What I meant to say was, if a player ever see's you try to put down a Sceptre OR a Sirocco down they will counter it, card disadvantage came from the Mana Drain scenario where they get free mana.  It completely agree that it is a better 'counterspell' than ReB's and would use it over an ReB, but like I said it really is a catch 22, essentially it just acts like ReB.  ReB are better as a SB slot though, because whilst slightly inferior in a few matchups, it can destroy blue permanents for R.  This can be great for instant-speed removal of things like 'tog.  It is also better on Sceptre as it can COUNTER spells, and not just try to make your opponent counter yours.  Also why would they Brainstorm if it wasn't in response to save choice cards like Ancestral and even if they do do it they probably went to get a counterspell because they didn't have one in hand.  So now they do and can counter Sirocco.

You can do as you wish but I am only trying to save you time.  Sirocco is simply a lot more selective then it first seems.  There's a reson why it doesn't see high level play.  However if your meta is filled with Blue Mages who continuously fall victim to its wrath then by all means use it.  If they are not fully trained at competitive T1 and they don't know when to exactly counter what and how to Brainstorm this card can do and easy 12-16 dmg.  I mean no offense by this, but it is effective in met'a with say in-experienced Keeper players.  If the players in your meta get a lot better or are already quite skilled, then you will immeadiatly see why you would prefer a ReB, or better yet a Chain Lightning.

On the note of Fireblast it can be quite misleading.  It's a late-game card for Sligh, but for Sligh late game is turn 4 and up =P.  I've used it quite often on turn 3 or 4 for the kill.  Never underestimate S.Blast+F.Blast.  It's not hard to get out with 3 of each in a deck and REALLY hurts.  F.Blast and S.Blast normally can come out at around the same time.
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« Reply #25 on: January 22, 2004, 07:59:15 am »

eh sirocco's a waste of mana and time, and we all know, "time is mana"
ReB will always be played over sirocco. if my blue mage counters whatever i try to destroy or counter, then good, hes wasted at least one counter, and with the one xtra mana i get from not playing the sirocco, i get to play a creture that he has less of a chance of countering. there are meny other likewise situations. BeB is and always has been better than sirocco, meta-undetermined.

my deck has 9-12 artifacts. potentially more since ill need tormods crypt, plus i plan on finding sol ring room. shrapnel blast would be fun so i think ill make a space for at least two.

@Djinn: reckless charge is great with ten creatures. i kill with creatures and always have at least one in the opener. i usually dont get to flashback, either because im pillaging or wheeling or playing more than one spell a turn...

if i have to deal with artifacts then so will my opponent. and SBing artifact hate against me is just as bad for the scepter and scroll. i will not use them. time, and playtest has proven that they are no good in ankh sligh.

keep em coming, thanks

peace Cool
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« Reply #26 on: January 22, 2004, 08:49:52 am »

Memory Jar IS complete crap too.  It's worse than Wheel.  Like I said if it works in your meta then fine, but generally speaking in most competitive T1 it sux big time.  This card MIGHT GET GOOD however, if Trinisphere starts to run rampart.  IF AND ONLY IF Trinisphere takes over T1 like everyone thought Chalice would THE combo would be effectively shut out, making a Wheel NOT such a big deal.  WHEN AND ONLY WHEN combo starts to die out because of Trini' THEN I will start to pack draw-7's.  Hell I might splash blue for Ancestral, Timetwister, Stifle and Curiosity.  But until the WoF retires to my pile of 'once great' cards.

Now that we have some card choice discussion out of the way, back to the deck.

Sceptre and Scroll are great in Ankh Sligh.  The problem is that you would rather have 4xMD Null Rod so they retire to the SB.  Against aggro though they still shine.  What you have to do is choose how to make your deck.  There are 3 paths.

1) Make it vs the Control matchup.  Allocate SB slots to Combo & Aggro matchups.

2) Make it vs the Combo matchup.  Allocate SB slots to Aggro & Control matchups.

3) Make it vs the Aggro matchup.  Allocate SB slots to Control & Combo matchups.

Typically find out what you meta if full of, or is most abundant, or whichever deck you play against the most, or whatever you most fear or whatever.  You have to choose an archetype that you wish to fine tune you deck for.  You also must pick a stable deck that appears, and for the most part always will appear, in that archetype.  Example:  In my meta it is quite balanced and powerful.  I have selected Control: Keeper.  You must select what is right for you.

THEN we can help you generate a much more solid decklist.  It is much easier to suite a deck to one matchup, then fill the SB to help others, then fine tine both to help cover almost if not every matchup.

So yeh, post your choice here with a little description of your meta for more help.
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« Reply #27 on: January 22, 2004, 02:23:24 pm »

I've played anhk sligh for some time and i think that Grim lavamancer is much much better than Goblin Cadets and Jackal pups... the casting cost is the same, but if u run out gas, Grims can keep the presure and kill ur opponent instant...

- Rasmus
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« Reply #28 on: January 22, 2004, 08:40:15 pm »

Quote from: Rane
@ Razer -
The way you talk about the Rings is, well, stupid.  If you are holding onto them as a burn spell, then firstly they should take slots in your deck not land spaces.  2nd, you have a colourless 2 dmg that you can only use if you have threshhold.  Pyrite Spellbomb >>>> than that.  Seeing as though Spellbomb is not great then I don't see why you use Ring.


At lest you have a good argument.

You dont have to hold on to them.  But if you draw them with 4 land out, hold on to them so your opponent doesnt see it coming.  

Pyrite Spellbomb doesnt give you mana early game.  Thats why its worse.  If you are running this deck, do you REALLY care about taking 2-5 damage off a ring?  Probably not.

Quote from: Rane
Sceptre and Scroll are great in Ankh Sligh. The problem is that you would rather have 4xMD Null Rod so they retire to the SB. Against aggro though they still shine. What you have to do is choose how to make your deck. There are 3 paths.

1) Make it vs the Control matchup. Allocate SB slots to Combo & Aggro matchups.

2) Make it vs the Combo matchup. Allocate SB slots to Aggro & Control matchups.

3) Make it vs the Aggro matchup. Allocate SB slots to Control & Combo matchups.


Or you could maindeck cards that will help you beat control and combo (Null Rod, Shaman, Blood Moon) and not worry about looking fancy with your Isochron Scepter.

This deck is for a diverse, powered metagame, with people who know how to play there decks.  A 'real' T1 meta, you might say.  If your going to the local weekly T1 and you know what to expect, then obviously you tweak your deck accordingly.
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« Reply #29 on: January 22, 2004, 10:26:30 pm »

Nice reply Rasm... Razz

lavamancer, was suggested. the reason why i wouldnt run it: it dies...it just dies. a teenie 1/1 is just as killable as my pups, and to make it worse, i may never get to deal damage with the lavamancer, not to mention it takes mana to activate. if i do run out of steam, having the mancer would be five star. i dont know too many decks that dont play mancer, but idk about my build. first ill have to find them. grr stupid expensive rares....ill consider them over fanatic maybe.

right Rane, WoF is bad, mk. cards are bad...we dont want cards. seven cards for three mana is not what we want.................your point taken seriously trust me. however, i still think WoF wins me games, as it has a few times.

as for the lotus. i tested it back in the deck and it kicks ass. one nice game was 1st turn: waste, lotus, ankh, pups, charge....mmm, now why was i afraid to play lotus? im determined to play it until they print something better.

META:

decks i seen played in these here parts (+ for lots, = for little, - not so much)

+slaver
-stax
=keeper
-tog
+dragon, richard grrrrrrr
=TnT
+MUD
-gobbo sligh
-reanimator
-suicide
=landstill/fish
-trix
-madness
+various scrubby decks at various times in various amounts. the ones that get 0/8 and stuff...usu aggro
must be missing something, but thats what ive seen.

people play mostly MUD or artifact galore, stax, welder, tangle wire, workshop, all the card you just want to ban from magic forever....well at least when you play them.

my SB was designed to play mostly those decks. R+R is hot against most of my meta so it goes in right away, but it would be useless against kepper as opposed to pillage which is always useful.

i really dont have a problem with WW or any white at all. cept them damn CoPs. lets imagine my Sb is empty. i know id add the R+R. i have PoP and BEB ready to go in, but thinking about my meta, may not need the BEB so much...unless i do face kepper.
tormods crypt can go in, but how many. dragon is now my enemy, because Sytupal has turned to the dark side and is playing it and there have also been other players playing dragon in my area. grrrrr.
options for SB:
PoP
BEB
crypt
R+R
thats all i can think about for now...

give me your best ideas based on my meta. thanks for the help

peace Cool
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