mtg sligh deck
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8/12/2019 MTG Sligh Deck
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represent the culmination of this principle, i.e. a useful card in and of itself that also gains cardad#antage if it's special ability is used (ust once. The card ad#antage is on the table. y the time youhand begins to be depleted, youre casting persistent direct damage dealing creatures such as the@rcish Artillery4annoneers and rothers of ire. Eou may ha#e fe& cards in hand but youll still bedoing damageF The ne&er additions of Tha&ing Glaciers, Gorilla Shamans and D&ar#en 3inersrepresent another &ay to gain card ad#antage.
:. @ffensi#e o#erload. An a#erage ;>-;+ creatures "more than most tournament decks$ and a largedose of Direct Damage. Si) or so of the creatures ha#e reusable direct damage, so the a#erage Slighdeck &ill ha#e 2= sources of Direct Damage.
>. Hn#ironment control. The Sligh deck has effecti#e &ays to remo#e creature, land, and artifactthreats, and has built in counters to enchantment threats.
=. 4ombination free deck. There are no combo's in the Sligh deck. Hach card is a good stand-alonecard, and any combinations that are inherent in the interactions bet&een the cards do not detract fromthe general usefulness of the card by itself.
+. 4onsistent mana-de#elopment. The Sligh deck is a mono-color deck. 6ith the correct percentageof land, the Sligh deck is less susceptible to bad mana dra&s. The tiered system of casting costsensures that &orth&hile spells can be cast from the beginning through end-game. The o#erall lo&casting cost of the deck makes it relati#ely fast and 0uick to de#elop.
@ther Sligh concepts1
Artifact Damage, i.e., the rass 3en and 3ishra's, pro#ide a colorless source of damage, thuscircum#enting the 4@P1 Ced problem to some degree. 6ith the current hea#y use of mass creaturedestruction 3ishra's actories pro#ide a hedge. The use of Tha&ing Glaciers also gi#e you card
ad#antage, thus strengthening guideline I;, and further protects against bad mana dra&s. Pillage&orks &ell, a stone rain and shatter rolled into one, &hich makes it the red counterpart to aDisenchant. The Pillage's, combined &ith a D&ar#en 3iner or t&o, can suddenly make a good portion of your opponents land go a&ay.
Bsing e)actly t&o @rcish 5ibrarians came about through trial and error. The 5ibrarian is an e)cellentcard in this deck, it is the red e0ui#alent of a ro&seF 3any people do not realize the po&er of thislittle creature until he is used once or t&ice, then they try to kill him 0uickly.
@ne criticism of the deck is that it is hosed by 4@P1Ced. esides the use of Artifact damage sourcesand 3anabarbs, another common solution to the 4@P is the siege. Attack &ith &a#es e#ery turn,dont let them use their mana and e#entually dra& more critters than they ha#e mana. Anothereffecti#e solution is the use of 6inter @rbs.
The manabarbs in the sideboard are the ans&er to 4@P1Ced and 2 other 0uestions. "/6hat do youdo against ..../ /Play a 3anaarb/$. Specifically, they also &ork against 3illstones, pump-knights, !e#s Disk, 6rath of God, Stormind, %ayemdae Tomes, %alum Tomes, 4on#ersion, %ustice, nfernalDarkness, Disrupting Scepters, etc. - anything that re0uires continuos mana e)penditure. They aremassi#ely disrupti#e.
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5ack of 4ombos plus mono-color e0uals JHCE consistent performance in tournaments. 5ack of4ombos also means that the deck has good resistance to early Kymns and Stupors. Ees, ; or : ofthem early &ill hurt, but theyll hurt this deck less than many other decks. ts still a fight, not a rout.3ost of this deck can function &ith : mana or less in play. eing able to get your game going and todisrupt the opponents game e#en during a bad mana dra& allo&s you to sa#e game after game thatmore mana-intensi#e decks lose.
@ne of the more interesting aspects of the Sligh deck is that it is constructed &ith a large amount ofcommon cards, and e#en the cards that are not common are relati#ely cheap. n addition, most of thecards are fourth edition cards, making it e#en easier to find the cards to construct. t also has thead#antage that the di#ersity of the Sligh deck's threats guarantee that it cannot be capped or counteredinto obli#ion. The Sligh deck, in and of itself, is more of a deck concept than a specific deck. t is adeck that emphasizes creature combat, and re0uires a good grasp of the basic concepts of 3agic toutilize the strengths of the deck to its full capacity.
@ne of the more entertaining aspects of Sligh is the looks on opponents faces as they die to a @rc or aD&arf. 3any opponents only realize &hat this deck does after the second game. 3ost opponents do
not take it seriously, and figure anybody playing it is a ne&bie "after all, &ho plays &ith @rcishArtillery and roncla& @rcsL$. n many of my games &ith the Sligh deck people look at it and gi#e mead#ise on ho& to impro#e it. "Adding &hite, bigger creatures etc.$ Also, don't e)pect to get muchrespect &ith this deck "the first time around$. 4omments such as 7 shouldnt ha#e lost to this, 3ydeck al&ays beats this deck...8 etc., &ill abound. 3ake no mistake though, the Sligh deck is a strongdeck, and &ill get stronger &ith the addition of Jisions... the Goblin Cecruiters and 5ightning 4loudalone &ill make up for the loss of the 5ibrarianF
!he Orcish "ibrarian #ec$
Kere is the deck that started it all at the Atlanta Pro-Tourney Qualifier - !ote1 This deck &as constructed under the 7= of all current e)pansions8 rule used in the pro-tourney.
As such it is not optimized for Standard Type play. "e.g., note Goblins of the larg plus D&ar#es,not a good combo to play on yourself.$
Paul Sligh's %Sligh/Geeba% #ec$, Jun '96
2 Dwarven Trader 2 Goblin of the Flarg4 Ironclaw Orc3 Dwarven Lt.2 Orcish Librarian2 Brothers of Fire2 Orcish Artiller2 Orcish !annoneer 2 Dragon "hel#s
4 Lightning Bolt4 Incinerate$ Fireball$ %hatter $ Detonate
4 Brass &an$ Blac' (ise
4 %tri# &ine4 &ishra)s Factor2 Dwarven *+ins$3 &o+ntain
%ideboard,4 &anabarbs2 %errated Arrows$ %hatter $ Detonate$ Fireball
%ideboard -cont,$ &ee'stone$ /+ran Orb3 Active (olcano$ An0/errin *+ins