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by Maraxus
The Analysis of Sligh
Hello to all readers. I am a frequent poster on the Beyond Dominia
mills under the name of Maraxus of Keld. My favorite deck since Tempest
came out has been Sligh. Why is Sligh so powerful? That's what I'm
going to try to explain.
For those of you who don't know what Sligh is, it's a red deck that
combines quick creatures, burn, Ball Lightnings, and Cursed Scrolls to
win quickly. It was originally played as a control-style deck, which
eliminated creatures and pounded the opponent for the win. Since the
release of Tempest, it has become faster and deadlier.
In most tournaments, you can see Sligh decks making it into the final
rounds consistently. At Worlds, three Sligh decks made Top 8. One
White Weenie made it in, and four Survival of the Fittest/Recurring
Nightmare decks were present. Nowhere to be seen were Suicide Black,
Oath of Rogues, SGD, Tradewind Prison, or any of the other popular
archetypes. Despite heavy metagaming against Sligh, it still placed
three out of eight.
What makes Sligh such a threat? In a word, consistency. Sligh decks
almost never get a bad draw. You can pull mostly creatures and a little
burn, use the burn to wipe out the defenses and let the creatures beat
the opponent to death. Or you can pull a few creatures and a lot of
burn, hit the opponent with the creature a few times before they set up
their defenses, and burn them with everything on turn 5. Ball
Lightnings do a quick six damage, Cursed Scroll wipes out defenses and
can wipe out creatures with protection from red, and Fireblast finishes
with style.
With so many roads to victory, Sligh can always put up a good fight.
But how do you build a good Sligh deck? You could always go to the Dojo
and copy the decklist there, or find it elsewhere, but there's no
guarantee you can play it properly. The best way to do it is to build
it yourself and playtest repeatedly until you are comfortable with it.
Sligh revolves around the mana curve. Most of the spells cost one or
two mana. The only real exception is Ball Lightning, which is powerful
enough to justify its casting cost, and Fireblast, which is usually used
by sacrificing Mountains. Don't put card that cost more than three in
Sligh.
You can find many cards in Sligh decks, but few are truly the best.
Many are used because they simply "look good". Here's a list of cards
that can be considered, and which ones really make the grade.
- Ball Lightning- This is a must. Six damage on turn three. With this as
a threat, the opponent must always keep his defenses up. A well placed
Ball Lightning can take out a Wall of Blossoms, hit the opponent for two
in trample damage, and allow another attacker to slip through as well.
No good Sligh deck is without this.
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- Bottle Gnomes- The sideboard card of choice vs. other fast decks. Not a
good choice maindeck.
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- Canyon Wildcats- It's a good choice vs. Red, but the low toughness makes
it weaker than Ironclaw Orcs.
-
- Cursed Scroll- The Scroll is one of the most powerful cards in Type 2
play. Since Sligh can dump its hand quickly, the Scroll is always
effective. With one card in hand, it's two damage for three mana, every
turn. It can clear blockers, take down that annoying Soltari Priest, or
whittle away the opponent until you draw some more powerful stuff.
While expensive, this is another must for any good Sligh deck.
-
- Dwarven Miner- Once the bane of 5cX decks, now it has been supplanted by
Wasteland and Price of Progress. Use only in the sideboard.
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- Dwarven Thaumaturgist- It used to be a good sideboard card vs. Tradewind
Prison, but it's slow.
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- Fireblast- Possibly the key card in Sligh. This is the finisher card.
Watch the opponent's jaw drop as they sit at fourteen life, safe from
your creatures and prepared to mount an assault of their own, when you
double-Incinerate/double-Fireblast to win the game. Nothing matches the
closing power of this card.
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- Fireslinger- This card is a throwback to the control days of Sligh. Its
primary purpose is to clear a path for your attackers, or to ping away
the last life of the opponent. It has a strong ability vs. other
weenies. This is another good card to play with.
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- Giant Strength- This was the tech that allowed Price to win Pro Tour LA
with Sligh. It surprised the field then, but it has since been removed
from the better Sligh decks.
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- Goblin Digging Team- This works well against SGD and Tradewind Prison,
but unless you see those a lot, there are better choices.
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- Goblin Vandal- A good anti-artifact card, but usually you will not be
threatened by artifacts.
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- Hammer of Bogardan- A strong choice for Sligh decks if you see a lot of
decks that can stall you from winning. This allows Sligh a better
chance in the late game.
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- Incinerate- Even if it is inferior to Lightning Bolt, it's the best
you're gonna get in Type 2. Strong for creaturekill or burning the
opponent, this belongs in any red deck, not just Sligh.
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- Ironclaw Orcs- While at first glance this seems weak (who would want
these with Grizzly Bears for the same cost and no drawback), they really
do belong in Sligh. Since blocking is not something that Sligh concerns
itself with, you get a 2/2 for two mana. Good choice for Sligh.
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- Jackal Pup- Why would anyone use these? It just lets the opponent Shock
it and you at the same time. The thing is, a 2/1 for one mana is so
strong with burn support. Unless you are facing another Sligh deck,
these are a tremendous asset. Simply sideboard out in Sligh vs. Sligh,
and these will win many games for you.
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- Keeper of Kookus- The Keeper works well vs. other Sligh decks, but you
can do better.
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- Kindle- Kindle is a weak burn spell and should not be used. While it
may seem good, Sligh wins quick enough that you will never see the bonus
work.
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- Lava Hounds- Sligh became too quick to use anything that cost more than
three mana, so these eventually rotated out of the deck.
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- Maniacal Rage- It's a strong card in Rath Cycle constructed, but it's
weaker in Type 2. Giant Strength works better.
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- Mogg Conscripts- These are good creatures with Mogg Flunkies and Raging
Goblins. Make sure to use lots of creatures if you decide to put these
in.
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- Mogg Fanatic- The power of this card is amazing. You get a quick
attacker, plus the bonus ability, which can be used for many things.
Take out a creature that's hanging around to block. Take down the big
creature that blocks your others. Throw one more damage at the opponent
to end the game. Combine with Fireslinger to take down that large
threat. This is another must.
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- Mogg Flunkies- These are a decent substitute for Ironclaw Orcs, but the
metagame will dictate which you play. An area loaded with creaturekill
will make these a bad choice. If you play with these be sure to pack
extra creatures like Raging Goblin.
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- Orcish Artillery- Once a good choice in Sligh, they have now been
replaced by Fireslinger.
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- Price of Progress- A good choice instead of Wasteland, because it deals
damage. Usually seen in the sideboard.
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- Raging Goblin- This is a decent choice for Sligh, but there are stronger
alternatives for one mana, like Jackal Pup and Mogg Fanatic. Play these
over Jackal Pup in a heavy Sligh environment.
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- Rathi Dragon- A powerful card against decks where that extra punch is
needed. It is usually seen in the sideboard.
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- Scalding Salamander- It's too slow to be a threat outside of sealed deck
format. Sligh can kill before this is effective.
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- Seismic Assault- This is the only good card that Sligh got in Exodus.
It has strong potential and will become a mainstay when Fireblast
leaves. A deck with these should pack extra lands.
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- Shock- Two damage for one mana. A weakened Lightning Bolt, but it's all
you've got. It's a must for the same reasons as Incinerate.
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- Sonic Burst- While it may seem a decent replacement for Fireblast, the
random discard can hurt. Only use it if you're going to need extra
burn.
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- Spellshock- This card is okay for Sligh, but you start to draw the deck
from its purpose into a more controlled deck. Only play with this if
you know what you're doing.
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- Suq'Ata Lancer- A strong creature, but no replacement for Ball
Lightning. These are a tough choice to leave out, but you have to stick
to the mana curve, and Ball Lightnings are better for 3 mana.
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- Viashino Sandstalker- This card is too mana-intensive for most Sligh
decks, especially with Cursed Scroll, because the mana is better used to
power the Scroll.
After such a list, you may seemed overwhelmed at the options, but most
can be eliminated immediately. My current Sligh deck looks like this:
- 4 Ball Lightning
- 4 Cursed Scroll
- 4 Fireblast
- 4 Fireslinger
- 4 Incinerate
- 4 Ironclaw Orcs
- 4 Jackal Pup
- 4 Mogg Fanatic
- 2 Seismic Assault
- 4 Shock
- 22 Mountain
The deck works very well. The sideboard is constantly changing, but it
has included Boil, Pyroblast, Bottle Gnomes, Rathi Dragon, Torture
Chamber, Havoc, Dwarven Miner, Price of Progress, and many other cards
at different times. Only a detailed study of the environment in which
you play can tell you what to put in your sideboard.
Well, I'm exhausted from writing all this. Next issue I will try to
break down another strong deck, even if I don't make such a large list
of card options. Look for breakdowns of Suicide Black, White Weenie,
and Oath of Rogues in the future, along with many others.
Feel free to e-mail me at r***m@m***o.com with any comments or questions.
Maraxus
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