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Author Topic:   Magic: Sligh in T1/ext
irsih31
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posted September 17, 2001 07:14 PM   Click Here to See the Profile for irsih31 Click Here to Email irsih31 Send a private message to irsih31 Click to send irsih31 an Instant Message Edit/Delete Message Reply With Quote 
What is it about this deck, that keeps bringing some of us back to it, or never letting us leave?. Is it the sick speed at which it sometimes seemingly dismembers other unprepared decks, or how it can go toe to toe with other 1000$ decks in t1 and still rock it?

Well, its probally a bit of both of them. I have been playing Sligh off and on now, but pretty consistently for 5 years, when the format allowed it(last season wasnt that great of a season for sligh in ext, too much combo, ahha last year wasnt a very good season for ANY creature decks minus Survival).

In T1 however, Sligh never loses anything, it just gets stronger. For those that arent too familiar with the competitve t1 scene, it pretty much goes like this:

Keeper(p9 fueled control)
Combo(p9 fueled usually as well)
Creature beatdown-very little if any p9 found
in here

Newly Arisen Legends Blue probally falls somewhere in the middle of the creature/keeper section, leaning alot more into keeper. As boths Pox to a extent.

The "basic" rule of the T1 Hierarchy is basically this

Creature beats Keeper- Why? All the competiteve creature decks in t1 have to be fast to be sucessful, probally the only exception being Survival, to have any chance. Keeper usually isnt a very good when its in race mode, making it go search for its balance very quickly, unless it has a god hand, or die. If it, however, gets off a early balance, it has so many 2,3, and 4 for 1 spells that it will be almost impossible for the creature deck to recover in time to put together another serious assualt. However Keeper more often that not isnt able to win this race, and it often comes down either to a balance, then race to recover, or a slaughter. When Keeper usually wins over creature, it makes it look easy. Total devasation and Total control are 2 polar opposites Keeper seems to have.. But the devastation side of the coin is the one Keeper usually sees aganist a Tier 1 creature deck.

Keeper beats Combo- Why? Well, here again, its another race, does poor Keeper ever get a break? However, this race is one that Keeper excels at, with a range of distruption spells, usually containing 10+ counters, some such as mana drain that can make for a game winning Mind Twist for your hand next turn as well, Keeper is well tuned to deal with Combo, as least compared to Beatdown.

And unlike Beatdown, once the dust settles, combo cant usually comeback as quick as a Sligh or Stompy deck can, so if Keeper makes it through the opening gun fight, it usually has a win on its hands as long as no big mistakes are made.

Ofcourse, that just leaves Creature with no seemingly nightmare matchups. But, it has it, completing the little circle, and its Beatdown's nememsis.

Combo beats Beatdown- Why? Well, simply put, Beatdown drops a few threats, and Keeper has to worry about them and deal with them, so thats where its resources has to go. But Combo, nah, Combo just doesn't really care, it has its own agenda, so if you ever wanted to see the truest race in T1, you'll find it in Combo vs. Beatdown. And with all the mana excelleration Combo has from p9 and friends, it usually just has the push over Beatdown in that race, since all Beatdown can usually do for disruption is Wasteland, which is great for killing lands, but then u have mox's, lotus, vaults, blah blah blah.

Now, out of all the stuff I just went through, id say in Beatdown Term, Sligh is the fastest and rudest deck in T1 now, just slightly ahead of 10 Land Stompy. It has a big plus over Stompy and other creature decks in that it can put pressure on another deck creature wise AND burn wise, while Stompy can only comprise a threat from creatures, meaning "The Abyss" means you Suck Stompy. Now sure, Stompy can deal with Abyss when Sligh cant, but usually that lyrist or charm wont do it, and even if you did, you may have lost a turn, precious turn you needed, to kill it, if it resolves.


Sligh's biggest enemey, you might think is The Abyss, or Cop: Red. But both are wrong.

The Abyss, is actually usually too slow sometimes against Sligh. Now dont get me wrong, you drop a 2nd turn Abyss on Sligh, and watch the Sligh player cringe. But any later then that, and the Sligh player wont find it too hard to find a creature to sac to the Abyss while continually beating you down with its board. Cop: Red, also, looks good in theory, and it would show up in Keeper and Combo for sure. 75% of the time I see a Cop: Red on me on turn 3 or past, I still win. Why? well, usually for every mana your deck can produce, im going to have a creature to tie that up, and my decks probally going to outrace you land drop/for creature drop. Now if you balance, and have the Cop: Red out, eh, then it looks bad for Sligh, but otherwise, your mana is always tied up unless you want to do some risky eot stuff, and you can expet a barrage of burn to go off while you do. Combo, that dumps Cop: Red, is almost useless. It NEEDS its mana every turn to set up and go off, so keeping it tied up every turn, whether doing damage or not, is almost always in the Sligh players favour. The Combo player will then have to store up on Counters and have to drop land continually and then just go all out on 1 turn, winning or losing on that turn, since a hand full of burn will be coming his way, and if he stalls for some reason, an army of Goblins and friends will be coming over the turn after to pick up some lunch.

In all actuality, what Sligh should fear the most in t1 is Chill. That, even with its 1drops and 2drops, will usually give Combo/Keeper enough time to Twist away your hand or drop down a Abyss or Moat, or setup its Combo and go off.

Next to worry about is Moat. If Moat hits the table, your screwed. You better have pecked him down low enough to burn him out, cuz otherwise your down, for good. In this case, I would rather be Stompy, but Stompy probally isnt far behind a quick death then Sligh at this pt.

The Absolutley best beck that Can utilize a Cop: Red, is well, White Weenie. Why? Well, it can apply constant pressure well coping out whatever it doesnt want to. The other 2 decks probally wont do anything to you while the Cops out, cuz they will be busy on there turn doing little to nothing, cuz they cant, but ww can start hiting you with its creatures while its Coping your attack and spells. Sadly, ww will usually get utterly crushed against Keeper and Combo, even with its Enchantment kill, so Sligh has little to worry bout with WW in t1.

However, in ext, Sligh's little vaction from ww in ext, well, it just ended. Remember a few years ago when WW and CounterPost ruled the old t2/ext scene? Well, what happened? Basically, mana excelleration and Wasteland to be percise. But now with Combo gone and a few new editions, its making a return. So in one aspect, Sligh can start wrecking havoc now that Combo is gone, but its also brought back some other decks that will make Sligh almost sad Combo did leave, and WW is one of them.

That said, I still think Sligh is one of the top 3 decks in ext now, Sharing the spot with Oath and the other slot is really open for alot of contestment, some will say WW, and with its enchantment kill for Oath, and red hosers for Sligh, why not?

Here is my t1 Sligh decklist.. It can get quite nasty:

4 lacky
4 pup
4 flunkie
4 patrol
4 fanatic
4 ball lightning
4 lightning bolt
4 chain lightning
3 fireblast
3 cursed scroll
1 fork
2 goblin grenade
1 reckless adanbon
1 strip mine
3 wasteland
14 mountains

Sb:

4 price of progress
1 wasteland
4 goblin cadet
2 urza's rage
4 pyroblast

The rages and Pop's could be subject to being maindecked, but I found them more often then not, less usefull 1st game, but there are punishers aganist certain decks 2nd and 3rd. Only about 10% of the time will I find I have nothing to sb against a opponent. I have nothing aganist Pox, just a wasteland for his mishra, and very little for the mirror.

The ext decks main and sb looks very different, due to the metagame, you have to contend with Oath, so suddenly Sandstalkers are a good idea. And it loses half of its good dd so(dd= direct damage), but its still fast enough to give most decks fits.

But amagine this played out scenario of a T1 Slighs's first couple turns

Sligh goes first, lest assume he won the dice roll

1st Turn: Mountain, lackey go

opp: Drops a dual, best they will do is duress or drop a sol ring, 90% though nothing with the mana, maybe a mox however.

2nd Turn: Attack with lackey, opp at 19, drop your free Flunkie, then cast a patrol, wasteland opp's land, say go.

opp: Drops another land, chances of them doing something with the 1 mana increase somewhat

3rd Turn: pay echo, attack for 6(13), drops a fanatic, casts a pup, say go.

opp: drops another land, casts a spell, say searches for a balance, or something to lead up to a answer..says go

4th turn: attack for 9(4), you probally will have at the vest least, a bolt and fireblast, so if he counters the fireblast, you bolt and fanatic him, but you'll cast the bolt first and then kill him with the fireblast, plus you will have 3 other cards in hand that can do something.

This isnt a strech of the imagination, nor is it very hard for this deck to do it, ive done it to peeps several times, not always but, its consistent, thats what Sligh is. It also is the best deck I think in Magic to take advantage of a bad hand...

Granted, a few times the opp will be able to do something faster, and if they balance, big deal, you just knocked there hand down to a crappy number, did close to half your damage, and are embarking on a better race then you started on when you first started, this is probally the case for Keeper.

With all this said, its clear T1 Sligh is a rude, fast and competitive deck, as is ext Sligh. But all the other competitive decks in the format are capable of beating Sligh and can, with the right draw, but going with the %'s, Sligh is looking good for awhile again in both formats.

And Remember, it gets REALLY HOT DOWN IN HELL BABY, burn BABY burn

ahah, take care

Jay


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irsih31
Pygmy's build character

Come get what Undermines, bops, duals, cores, drains, vindicates, forces, HUGE BLOWOUT SALE!!


[Edited 4 times, lastly by irsih31 on September 17, 2001]

 
yeom
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posted September 17, 2001 07:41 PM   Click to send yeom an Instant Message Edit/Delete Message Reply With Quote 
You're not kidding when you say chill hurts sligh. It's extremely hard to play around when you only run 20 or so lands maindeck, and 4 of them are wastelands. I've considere running land grant and taigia for emerald charm, but I'm not sure if it would work.
 
irsih31
Member
posted September 17, 2001 11:45 PM   Click Here to See the Profile for irsih31 Click Here to Email irsih31 Send a private message to irsih31 Click to send irsih31 an Instant Message Edit/Delete Message Reply With Quote 
Aye. I cant honestly think of a match off the top of my head when I had a chill dropped on me, that I won. Chill kills Sligh dead, the green addition and black editions for distruption I think are viable choices.

Jay

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irsih31
Pygmy's build character

Come get what Undermines, bops, duals, cores, drains, vindicates, forces, HUGE BLOWOUT SALE!!

 
King Masticore
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posted September 18, 2001 01:56 AM   Click Here to See the Profile for King Masticore Click Here to Email King Masticore Send a private message to King Masticore Click to send King Masticore an Instant Message Edit/Delete Message Reply With Quote 
I use Land Grant/Taiga/Hull Breach. I once took a Chill and a Cursed Scroll out with it... I think Breach is a viable card, even in T1.

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Type1isFun
Banned
posted September 19, 2001 12:14 PM   Click Here to See the Profile for Type1isFun Click Here to Email Type1isFun Send a private message to Type1isFun Click to send Type1isFun an Instant MessageVisit Type1isFun's Homepage  Edit/Delete Message Reply With Quote 
Ya know what, hes right.

Unless i bust out that moat ASAP...
I B Screwed
thats with keeper.

With combo it depends on the deck that im using though, if im playing bargain,
I B Screwed from all the burn.

BUT!!! if im playing Trix....

its Pretty fun paying four mana for 20 more life and sumthing that RED CANT Get rid of except by pyroblast/REB it, which i can counter
plus with its mana curve its hard to pay the upkeep of a illusions PLUS!!!!!!!
they have to choose to play a fireblast or not more carefully.

I am going to be bold and say that Trix beats Sligh.

But i do not disagree with ya Irish Sligh R0x0rs buddy nice article

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irsih31
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posted September 19, 2001 01:58 PM   Click Here to See the Profile for irsih31 Click Here to Email irsih31 Send a private message to irsih31 Click to send irsih31 an Instant Message Edit/Delete Message Reply With Quote 
Er er~!(Trix bad for Sligh)

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irsih31
Pygmy's build character

Come get what Undermines, bops, duals, cores, drains, vindicates, forces, HUGE BLOWOUT SALE!!

 
Masa&Mune
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posted September 21, 2001 11:50 PM   Click Here to See the Profile for Masa&Mune Click Here to Email Masa&Mune Send a private message to Masa&Mune Click to send Masa&Mune an Instant Message Edit/Delete Message Reply With Quote 
What no Mox Ruby, Sol Ring, Black Lotus? Bah! Oh well. Great article.

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Preacher
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posted October 03, 2001 11:48 AM   Click Here to See the Profile for Preacher Click Here to Email Preacher Click to send Preacher an Instant MessageVisit Preacher's Homepage  Edit/Delete Message Reply With Quote 
quote:
Originally posted by Masa&Mune:
What no Mox Ruby, Sol Ring, Black Lotus? Bah! Oh well. Great article.


You don't need those. I play almost only T1 and they help, yes, but are they necessary? No

Besides, in a deck without many colored mana costs, running Sol Ring is hardly justified.

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Cayro
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posted October 03, 2001 10:52 PM   Click Here to See the Profile for Cayro Click Here to Email Cayro Send a private message to Cayro Click to send Cayro an Instant Message Edit/Delete Message Reply With Quote 
Wheel of Fortune?
 
irsih31
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posted October 04, 2001 01:14 PM   Click Here to See the Profile for irsih31 Click Here to Email irsih31 Send a private message to irsih31 Click to send irsih31 an Instant Message Edit/Delete Message Reply With Quote 
Wheel is a good card, its a optional card, however its only good to cast for a sligh player is hes got a least 3/4 more mana extra after it, or else your opponent basically gets first cracks at the new hand, which means combo will kill you, keeper will probally twist your hand, and god knows what else, suffice to say wheel's a good late game sligh card, somewhere in cursed scroll land.

Jay

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irsih31
Pygmy's build character

Member of Team Guvenors

Come get what Undermines, bops, duals, cores, drains, vindicates, forces, HUGE BLOWOUT SALE!!

 
volkerii
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posted October 05, 2001 08:04 AM   Click Here to See the Profile for volkerii Click Here to Email volkerii Send a private message to volkerii Click to send volkerii an Instant Message Edit/Delete Message Reply With Quote 
why don't I see any firestorm out of weatherlight this card is a dominant form of control esp with the lacky on the board
 
irsih31
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posted October 05, 2001 12:44 PM   Click Here to See the Profile for irsih31 Click Here to Email irsih31 Send a private message to irsih31 Click to send irsih31 an Instant Message Edit/Delete Message Reply With Quote 
umm..

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irsih31
Pygmy's build character

Member of Team Guvenors

Come get what Undermines, bops, duals, cores, drains, vindicates, forces, HUGE BLOWOUT SALE!!

 

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