This thread focuses on Dryad Sligh. Any discussion on other forms of Sligh should be posted in the Sligh thread. I had to make a new thread for Dryad Sligh because the old one has basically died out.
Table of Contents:
I. Introduction
II. Decklist
III. Tournament History
IV. Main Deck Card Explanations and Individual Play Strategies
V. Sideboard Card Explanations and Sideboard Strategies
VI. Notable Omissions
VII. General Play Strategies
VIII. Specific Deck Match-Ups and Play Strategies
IX. End Note
Introduction:
Sligh, since its birth way, way back in the Tempest Era, has always been viewed as a deck of fast, efficient beaters backed up by burn as path-clearers for the deck’s creatures and as finishers. It follows a strict mana curve, which allows it to use each point of mana available within untap and the end of the opponent’s turn.
As years passed, a whole slew of mono-red decks were introduced. Burn is simply that – a concoction of lands and burn spells that sacrifice reusable damage for speed, with the inherent problem of running out of steam after a couple of turns. Red Deck Wins combines burn with control elements in the form of land destruction/disruption (Stone Rain, Pillage, Wasteland, Rishadan Port, etc.) and Tangle Wire, then proceeds to win by sneaking in creatures to seal the deal. Goblins, the poster child for mono-red decks, has been a huge force in Legacy and one of the most hated/loved/feared ever in the Constructed scene – and for a good cause. The very successful Legacy version can go either aggro by beating you down with swarms of little green men, combo by chaining Goblins together into critical mass, or control by disrupting mana development while abusing Aether Vial.
This is not Burn. This is not Red Deck Wins. This is not Goblins. There’s no fear of running out of gas when my creatures embody flame themselves. There’s no time for destroying lands as I’m torching your face. There’s no need to swarm when a couple of beaters are all I need. And there’s no better feeling in the world than topdecking a Fireblast to convert a non-believer of the deck’s power, speed, and resiliency.
This is Dryad Sligh.
Decklist:
February 2007
Lands
4 Taiga
2 Stomping Ground
4 Mountain
4 Wooded Foothills
4 Bloodstained Mire
Creatures
4 Grim Lavamancer
4 Mogg Fanatic
4 Kird Ape
4 Slith Firewalker
4 Quirion Dryad
Spells
4 Lightning Bolt
4 Chain Lightning
2 Seal of Fire
4 Magma Jet
4 Incinerate
4 Fireblast
Sideboard
3 Tormod’s Crypt
4 Pyroblast
4 Pyrostatic Pillar
4 Krosan Grip
Tournament History
The only blip that Dryad Sligh ever made on the tournament scene was when it took 2nd way back in Big Arse 2, July 16 2005. I can’t seem to access the coverage in the Historical Top 8 thread though.
After that tournament, it seemed to have fallen way out of the radar.
However, it took T2 at a recent Legacy Tournament in Germany. Here's the link to that, as provided by odabella: http://www.germagic.de/dc/deck.php?id=7667
Main Deck Card Explanations and Individual Play Strategies
Land/Creature/Burn Configuration:
Explanation: An 18 land/20 creature/22 burn has proven itself enough for me to keep this configuration sacred. This balance ensures what you need when you need it, and separates the deck from Burn decks and R/G Aggro variants.
Land Configuration:
Explanation: I think this is the best combination of lands for the deck. 6 Duals and 10 Fetchlands ensure a green source, though only 8 cards in the deck need it, and only 4 of which require it for casting. 18 land has been enough as the curve tops at out 2.
Strategy: Generally, you want to see 2-3 lands in your opening hand. Almost always lead off with a Fetchland rather than a Dual or Mountain, as you want to thin out your deck of land (no matter how small the percentage difference is) and for a potential Lavamancer activation on Turn 2 if you want to conserve burn cards. Word of caution: if you know or suspect your opponent to be playing with Stifles and you only have 2 lands in hand, it’s better to play safe and drop a Dual or Mountain first.
Grim Lavamancer:
Explanation: I spent a lot of time hunting for a playset of these, and I really have to say that it’s well worth it. Lavamancers ensure constant Shocks, and are conveniently fed by the Fetchlands – their synergy in the deck’s whole game plan is irreplaceable.
Strategy: Rarely play a Lavamancer over a Fanatic or a Kird Ape on Turn 1, unless you need to Shock something on Turn 2 but you have no burn in hand (a Ritual’d Hypnotic Specter, for example), because any removal aimed at a Fanatic or Ape is one less away from Lavamancer. Always choose to activate a Lavamancer over playing a burn spell if you have a choice, unless it’s game-winning burn, because you never know when your Lavamancer would get killed (it bears such a huge crosshair for removal).
Mogg Fanatic:
Explanation: It has and will always look subpar, but there has simply been no replacement for it at 1CC for all the things it does (efficient attacker and blocker, and flings itself for 1). It also sometimes throws people off guard if you play it first turn, and they assume that you’re playing Goblins.
Strategy: If you have no burn to clear the way, don’t be afraid to attack with it into an X/1 creature. If they let it through, that’s 1 point for you. If they don’t, don’t worry – they take only 1 from Fanatic, but there’s lots more hurt coming their way.
Kird Ape:
Explanation: Ensured of a Forest on Turn 1, it’s almost always a 2/3. This little guy potentially has what it takes to take out a huge chunk of your opponent’s life total on its own. The card it replaced as a 2-power creature for 1CC, Jackal Pup, would be explained later.
Strategy: Not much to say, just attack with it. And in crucial times, can also be used as a fabulous blocker, which Jackal Pup doesn’t do too well.
Slith Firewalker:
Explanation: It’s ability to get huge is underestimated. Sure, it needs to connect first before growing, but when you have 22 burn spells in the deck, the chances of that are high. Four swings = 1 + 2 + 3 +4 = 10, and that’s half their life total already. You’d probably have enough other creatures/burn/Lavamancer activations to take it all the way after that.
Strategy: You have burn. Clear the way for this guy before dropping him. Getting him to connect is priority when playing him, and it’s an easy one. Using all your burn to take out blockers is a fine trade-off because it gets huge real fast, but not as fast as the next card, the namesake of the deck.
Quirion Dryad
Explanation: The whole reason to splash green in Sligh, Dryad gets really huge, really fast. One of the main problems with Sligh is that even with burn clearing the way, sometimes small creatures just get outclassed. Dryad, and to a certain extent complemented by Slith, circumvents this problem by growing. Any burn which you have spent on your opponent’s creatures can be recovered easily by the repeatable damage coming from Dryad. If there are no creatures to burn however, then all the better – Dryad basically adds one more damage to every burn spell you have. And contrary to belief, she is not dead late-game because unlike other decks which surround her with reactive spells, Dryad Sligh plays exclusively proactive spells to keep her growing.
Strategy: Normally, the better play is to play Dryad as early as possible, even over a Slith on Turn 2. In match-ups where big creatures are golden, you might want to bait out removal first with other creatures before dropping her. Otherwise, to maximize the Dryad’s damage potential, play her out as early as you can.
Lightning Bolt/Chain Lightning/Incinerate
Explanation: I’ll lump these cards together because they all perform the same role – burn away creatures or burn to the dome. These 3 are arguably the best cards for their damage to casting cost ratio, with Incinerate’s anti-regen clause proving useful every once in a while.
Strategy: Always clear the way for your creatures with burn. This isn’t wasting burn because you have creatures to do the pounding. It’s fine to Bolt a Llanowar Elf to make sure your Slith connects/Dryad grows/Ape beats. Remember the “drawback” of Chain Lightning though.
Magma Jet:
Explanation: This deserves its own because its severely underrated. 2 damage for 2 mana isn’t hot, but the scry is so golden in a red deck which definitely needs library manipulation to avoid excess lands, dig for burn, or search for sideboard cards.
Strategy: Given a choice between Jet and other burn, always play Jet first. The scry really helps you plan out your moves for the next couple of turns or saves you from a crucial bad draw early.
Seal of Fire:
Explanation: This is supposed to be a placeholder for something else until I find it, but the Seal has kind of grown on me a bit. It’s a shock that you can reserve for later, and will psych out an opponent from playing an important X/<3 creature. Additional Lackey killers aren’t bad either.
Strategy: Not much, really. Play it like the other burn spells.
Fireblast:
Explanation: Possibly the most hated card in the deck. Sacrificing two mountains is such a ridiculous (good for us, bad for them) cost for 4 damage. The deck is designed to accommodate them very well as burn spells, not just as finishers.
Strategy: Don’t be afraid to use them midgame to clear the way or in response to LD. The deck curves out at 2, so at 4 lands, you can use Fireblast without really hampering your game much. Against blue-based control, you might want to slow play them and bait their counters with other non-lethal spells before casting Fireblast FTW.
Sideboard Card Explanations and Sideboard Strategies
General Sideboarding Strategy:
The sideboard is meant to make hard to unwinnable match-ups easier, not to make the deck anti-whatever_your_opponent’s_playing.dec. Dryad Sligh is fine-tuned to deliver its gameplan of utter beatdown and burnage every single match, so diluting the deck with so many cards from your sideboard just to make cute tricks will probably hurt you more than them.
Tormod’s Crypt:
Explanation: Splashable graveyard hate which everyone plays for a reason. Stops so many strategies dead in their tracks that it warrants a spot, especially since the decks you board it in against are very hard match-ups.
Strategy: If the reason you lost/had a hard time Game 1 was because of graveyard stunts, board these in. If you didn’t, don’t, even if Crypts would kill their gameplan. A lot of decks are using the graveyard, but most are slow, recursion kind of decks or fragile ones – decks which you’re supposed to roll right over through.
Pyroblast:
Explanation: Anti-blue, a sworn enemy of red. It’s interchangeable with Red Elemental Blast save for a minor difference in Misdirection shenanigans (which hardly sees play in Legacy), I just choose it because I like the art more. (I’ll probably get Alpha REB’s though when I start pimping out the deck.)
Strategy: They are not meant to be boarded in against every deck with Islands. Against slow blue-based control, you have too many threats for them to handle anyway that you won’t need to counter their counterspells. Pyroblasts are mainly boarded in against aggro-control and combo (High Tide based ones), where every spell you play counts since you’re getting beaten down as well or because of being threatened to be milled the next turn.
Pyrostatic Pillar:
Explanation: A vastly underrated anti-storm sideboard card, probably because of lack of decks which can support it. Dryad Sligh’s speed combined with Pillar is a lethal dose for storm. Also useful against other decks which cast a lot of spells that aren’t burn.
Strategy: This card is your ace against storm, play it right away. Mull aggressively if you have to.
Krosan Grip:
Explanation: Enchantments have long been the bane of Sligh decks, but with the shift of Disenchant to Naturalize, Dryad Sligh was given a tool to fight these enchantments. With an uncounterable, unrespondable Naturalize in Krosan Grip, going in for the kill has become easier.
Strategy: Once again, don’t board in Krosan Grips just because you see enchantments or artifacts across you. The main targets of this card are Worship, Chill, Solitary Confinement, and Umezawa’s Jitte if coupled with pro-reds or X/4’s. Did I miss anything?
Notable Omissions
Jackal Pup
Not the powerhouse that it used to be. His drawback has become a liability because Dryad Sligh isn’t the only aggro deck in existence, not like before. Jackal Pup doesn’t prevent your opponent from attacking and allows your opponent to block with a significant swing in life points against you. Allowing Gempalm Incinerator to become burn to the head is bad too. I’d rather have a 1/1 Ape that could become 2/3 if my Taiga doesn’t get destroyed than have a liability.
Ball Lightning
Not the powerhouse that it used to be too. Yes, it wins games, but those are the exact same games when a Dryad can do the same for you. Ball Lightning’s one-hit clause also means you have to set up for it. It’s 3cc is prohibitive too, because it means that most of the time that you cast Ball Lightning it’s the only thing that you’ll be able to do.
Scab-Clan Mauler
I tried it out and was pretty impressed for a little bit. However, the tempo you lose when you have to wait for a creature to connect or when you have to wait to cast burn plus Mauler is too significant for a deck like this.
Lava Spike
Cards which hit players or creatures only don’t make the cut because the burn in Dryad Sligh is supposed to be versatile. They’re great in straight Burn, but getting your huge Sliths and Dryads through would deal more damage than 3 to the dome.
Umezawa’s Jitte
Contrary to what most people say, Jitte isn’t supposed to be run in any deck with creatures – especially when your creatures are good enough on their own. The 4 mana investment plus a swinging creature was too huge for a deck defined by speed, since there are often much better things you could do than casting and equipping a Jitte.
Cursed Scroll
I’m aware that I’m going to get a lot of prodding about this, and for good reason too. It’s a resiliency weapon for any deck which empties the hand quickly, and deals with the dreaded pro-red creatures that red decks have to face.
In my testing, the Scroll proved itself worthy too few times to be included. When I emptied my hand, the game has already been decided or is already close to being decided that a Scroll activation could just have been any burn spell. It’s great to take out Silver Knights with Jittes, but by the time I empty my hand to use it, the Jitte already would have enough counters for the Knight to survive. As for Knights without Jittes, I’m not too worried about them – if they attack for 2, I’ll swing in for more, and if they hold back to block, I’ll still attack and burn out the opponent.
Blood Knight
It's amazing, really. A 2/2 first-striker with protection from StP and can get through AS's wall of defense is nothing to scoff at - but it's omitted from the deck. The reason? It really hasn't proven itself any better than the creatures already in the deck. First strike should really be irrelevant with the deck too, since you're supposed to be burning away blockers.
Rancor
Giving your threats extra muscle and trample with a reusable enchantment is great, but not needed. Keeping every non-land card in the deck a threat is vital to the deck's strategy, and well, Rancor isn't much of a threat on its own. A Rancor'd up Dryad is amazing to power though blockers or a big creature, but in most situations I'd rather have burn to clear the way and pump Dryad or another creature to block a retaliation rather than a Rancor.
General Play Strategies
-It’s better to start off with a creature rather than burn, except when your opponent’s on the play and casts a Lackey. More on this later.
-Maximize your mana. Take advantage of the fact that the deck’s curve is pretty low.
-Don’t be afraid to block! Yes, this is an aggro deck, but when you’re forced to block (which is usually in the late game), don’t panic. You have burn for reach anyway.
-Aiming your 3 damage spells at X/1’s if you have to clear the way is not wastage. Especially not when you absolutely have to kill the creature (Confidant, Mother of Runes, etc.)
-Sacrificing lands for Fireblast in response to LD is sometimes the btter play, even when it leaves you with one land. Better than nothing, plus it feeds your Lavamancer.
Specific Deck Match-Ups and Play Strategies
Goblins: Favorable
-If you’re on the draw and your opponent casts a Lackey, take it out immediately. Don’t bother playing a creature to block it because they have removal for that (even for Kird Apes – they can Wasteland your Taiga and throw a Fanatic at your Ape.)
-The Dryads and Sliths are vital to this match-up. Making them grow out of Gempalm range is priority, which should be fairly easy with all your removal.
-Remember that Chain Lightning has a drawback.
-Sideboard: Nothing
Threshold: Right Around Even
-Play around Daze, especially when trying to resolve Lavamancer, Dryad, and Slith. Going against the rule of maximizing your mana is accepted here.
-Bait out their counters. They only have 10-12, and every card in your deck is a threat.
-An early Nimble Mongoose is trouble, but not GG. Attack into it if they hold back to block – it’s their biggest weapon against Dryad Sligh.
-Sideboard: -2 Seal of Fire, -4 Mogg Fanatic, +2 Tormod’s Crypt, +4 Pyroblast (Worship might get boarded in, but if you’ve won Game 1, save the Krosan Grips if you get to Game 3.)
-Pyrostatic Pillar is actually a great card against them though, and I’m thinking of trying out -4 Incinerate for -4 Pyrostatic Pillar. Forcing them to take 2 for every spell they play will greatly increase your clock.
Solidarity: Right Around Even
-It’s simply a race. Get the most damage possible out of your spells and hope for the best.
Sideboarding: -4 Mogg Fanatic, -2 Seal of Fire, -2 Incinerate, +4 Pyroblast, +4 Pyrostatic Pillar
Fast Combo (TES, Iggy Pop, Belcher): Unfavorable
-Same with Solidarity, only you have to pray extra hard.
-Sideboarding: -4 Mogg Fanatic, +4 Pyrostatic Pillar and -2 Seal of Fire, -1 Grim Lavamancer, +3 Tormod’s Crypt for Iggy Pop
-Mull aggressively into your SB cards.
Angel Stompy: Slightly Favorable
-The only problem you have to face is a Jitte’d Silver Knight or Soltari Priest. Everything else is manageable.
-Sideboarding: -2 Seal of Fire, -2 Incinerate, +4 Krosan Grip
Landstill: Favorable
-Just keep on applying pressure. Even if they recover, their clock is still really so slow that you have time to recover to deal the last points of damage.
-Baiting the opponent to activate their manlands then taking them down is a huge play, hampering mana development. Risky, but a strong play.
Sideboarding: Nothing
Survival Variants: Favorable
-Survival starts out slow. Take the opportunity to apply lots of pressure that a Ravenous Baloth (if they get to cast it) would only delay the inevitable.
-Take out their mana producers (BoP’s, Elves, Rofellos). That would buy you lots of time.
Sideboarding: (If they can recur Ravenous Baloths and other problematic creatures) -2 Seal of Fire, -1 Slith Firewalker, +3 Tormod’s Crypt
Stax Prison Variants: Favorable
-Unless they get a Chalice for 1 and 2 their first two turns, it’s basically just fighting through hate – though the above mentioned scenario is still winnable with Fireblasts in conjunction with their Tombs.
-Fetch mountains unless you have a Dryad in hand to cast, to combat their Wasteland recursion in conjunction with Smokestack.
Sideboarding: -2 Seal of Fire, -2 Incinerate, +4 Krosan Grip
Faerie Stompy: Slightly Favorable
-They only have 4 counterspells, so play it like you’re going against aggro.
-Once again, the only real problem here is Serendib Efreet/Weatherseed Faeries with equipment.
Sideboarding: -2 Seal of Fire, -2 Incinerate, +4 Krosan Grip
Affinity: Favorable
-Their Cranial Platings are only scary when they have something to attach it to.
-An early Ravager can be taken care of, and a late Ravager doesn’t matter as you should have inflicted enough damage by then to burn them out.
Sideboarding: Nothing
Deadguy/Red Death/Black Suicide Variants: Favorable
-Their only chance of winning is cutting you off of lands. Every threat they have can be taken out by burn, and Grim Lavamancer is a huge threat once resolved.
-Sideboarding: Nothing
MeatHooks: Right Around Even
-Same as Threshold, instead replace Nimble Mongoose with Crystalline Sliver.
-Sideboarding: -2 Seal of Fire, -1 Slith Firewalker, -1 Incinerate, +4 Pyroblast
Reanimator: Unfavorable
-The first-turn Akroma, Angel of Wrath is such a huge pain. It’s almost always GG right then and there unless they used Reanimate, which gives a slim chance of racing with burn.
-Take out Putrid Imps on sight.
-If they get a slow hand, pounce.
-Sideboarding: -2 Seal of Fire, -1 Incinerate, +3 Tormod’s Crypt
End Note
There you go. It’s not by any means a golden primer, but it says a lot about the deck, and most of what I know about it. I’ve been playing Sligh variants for more than 10 years now, and my experiences with the deck has been nothing but fun.
I have limited (read: almost none) tournament experience with the deck though, because of the limited amount of Legacy tournaments here, and the person that I borrow the manabase and Chain Lightnings from (the cards I’m missing for the deck) is almost never around. I get to play with competitive Legacy decks outside of the tournament scene though, using proxies – and I’ve been doing pretty well with it.
Try it out. You’ll win so many games, and have fun while doing it too. And it would be great if someone would take this to the GP.
Embody the power.
Experience the speed.
Embrace the flame.
Last edited by kicks_422; 03-22-2007 at 08:49 AM.
Hey cool deck! I am a big time fan of Dryad. Have you considered any way to replenish your hand like say a Browbeat? Though dropped on turn three they can honestly win you games and most of the time your opponent is going to take the 5 damage for 3 mana. Then just finish them up with a Fireblast for GG. Also, I would also consider maybe Barbarian Ring maybe at least of a one of so that in case you that that one uncounterable late damage dealing card you can pull through with a land.
Nice primer, Kicks. I like the decklist, too. The only thing I find a little bit questionable is the Incinerates. I've played them, and I just don't like them. I think I would play Rift Bolts instead. I actually like Seal of Fire, although it's probably the first thing that's going to be criticized in your deck.
Sorry, I'm not going to play Dryad Sligh at Columbus, although I have it built. It's not as bad a deck as some people think, but it's just not a deck that you can expect to win a big tournament with. I enjoy playing i now and again, though.
Team Info-Ninja: Shhh... We don't exist.
What's your stance on Rancor? It's cheap, adds an extra 2 points per attack, and gets your big dudes over blockers.
TEAM DRAGONFORCIA-
Ghost ridin' the whip like we invented that shit.
TEAM UNICORN
We're going for number four!
where is price of progress? it is at least a sb card
@Roodmistah: The deck doesn't need to replenish its hand. Also, if I were to include something 3cc in the deck, it would have to do something better than draw 3 or take 5 - holding back Fireblasts and losing more to LD (which the deck really hates) for that potential 3cc card topdeck is such a big burden. Barbarian Rings can't be sacrificed to Fireblast and contradict with Grim Lavamancers - I'd like to keep my Lavamancers churning out Shocks than wait to get Threshold for a Ring activation and land-loss.
@Volt: Thanks, I remember when we used to work on this deck a bit before you drifted off to MeatHooks. About Rift Bolt vs. Incinerate, I kinda want the burn instantly, not wait for my upkeep because sometimes getting a blocker out of the way is crucial. I'll keep it in mind, though.
@outsideangel: Rancor is kind of a meh card for me in this deck, when you're burning away blockers anyway. And when the big dudes get big (I'm assuming you meant Slith and Dryad), they've already done their job. Slapping on a Rancor on them might as well just have been a burn spell. Putting on a Rancor on a small Slith or Dryad won't matter as well, as it will most likely get blocked and get killed. It needs a creature and a bad topdeck as well. Might be good in some builds (I believe Volt posted one here in the forums, which makes good use of Rancor with Blood Knight)
@aisman132000: Which decks are you going to SB it in? The current decks with a lot of nonbasics are already good MU's (Landstill, Affinity) or have better cards to SB in against (Thresh, MeatHooks, Stax Prison).
Why no Lava Dart? It's basicly a Fire which can be used in 2 different turns, which also makes your Dryad +2/+2. I know a lot of people hate it, but Dart was one of the best cards in my old Dryad Slight deck.
It kills any variaty of Mother of Runes, Goblin Lackey, unthreshed Werebear, Nantuko Shade, Birds, Elves, etc. Or of course a Piledriver, Specter, Warchief, etc.
4th: 293/363
5th: 82/434
Vi: 159/167
Wl: 100/167
Te: 318/335
St: 132/143
Ex: 136/143
US: 235/335
3/8 Sealed boosters
1/8 Sealed boosterboxes
Only 632 cards left for a full Korean set, over 69% done (last update 05/27)
Always looking for sealed product!
Or you could play shock! Seriously, lava dark is a terrible card. We had this discussion years ago when these forums first got started. It was the clash between the 'cuse crew and the Albany crew. When the dust settled, lava dart was still a terrible card.
To continue the discussion, how to you feel about some of the PC cards like the 3/3 vanisher or the really awsome blood knight? It helps against angel stompy or thresh. It's really good against thresh since the deck's only form of removal is white.
Si, I like cereal.
Some miscellaneous comments:
You play either Rancor or Dryad in this deck... not both. If you play Dryad, you want every other spell in the deck to be non-green. I have built and played both versions (Rancor Sligh & Dryad Sligh). Both versions have merits, and I'm not sure which is better. If you decide to try the Rancor version, you should also play Blood Knight, because a) Rancor + First Strike is nifty, and b) You want to increase your creature count to make sure Rancor always has a target. Btw, White Thresh really, really hates to see a Rancored-up Blood Knight on the other side of the board. Rancoring up a Firewalker is also nice, because it prevents your opponent from chump-blocking a growing Slith just to keep you from putting another counter on it.
Lava Dart does have nice synergy with Dryad. However, it has poor strategy with Fireblast. Also, this deck is mana-light, and you don't generally want to be saccing your lands except as part of a killing blow. Btw, I have even found 4x Fireblast to be a bit iffy. I only run 3.
Team Info-Ninja: Shhh... We don't exist.
I dont see how angel stompy could be favorable when they maindeck 8 pro red guys as well as md lifegain in the form of angel and jitte.
Have you considered sirocco in the sideboard? I hear thats pretty good against solidarity and other blue-based decks. Its much harder to play around than pillar and friends.
Team Info-Ninja: Shhh... We don't exist.
Rancor should be in. Blood Knight should be in. Scab-Clan Mauler should be in. Cursed Scroll should be in.
Rancor makes all of your cost efficient guys into a threat, and shock every turn for 1 G is pretty nice. When they spoiled Blood Knight, I knew it had to be in the deck. This is pound for pound the BEST 2 DROP RED HAS TO OFFER SLIGH. First Strike, Immunity to Plow, passes through Angel Stompy's defense line. HELL. YES. Scab-Clan Mauler was on and off, but more often than not, it was another spell for dryad, and a 3/3. Cursed Scroll. I've stated my position about it in other threads. 2-of. At least.
I agree with Kicks about SCM and Cursed Scroll. I've tested them both. SCM was just a bit too hit and miss for my tastes. Cursed Scroll rarely seemed to matter; by the time I was able to start using it, the game was already pretty much decided, one way or the other.
EDIT: Here's what my 'Rancor Sligh' deck currently looks like:
// Lands
4 [R] Taiga
4 [ON] Wooded Foothills
4 [ON] Bloodstained Mire
6 [UNH] Mountain
// Creatures
4 [TE] Mogg Fanatic
4 [AN] Kird Ape
4 [PLC] Blood Knight
4 [MR] Slith Firewalker
4 [TO] Grim Lavamancer
// Spells
4 [UL] Rancor
4 [A] Lightning Bolt
4 [LG] Chain Lightning
4 [FD] Magma Jet
3 [NE] Seal of Fire
3 [VI] Fireblast
// Sideboard
SB: 4 [SC] Pyrostatic Pillar
SB: 4 [IA] Pyroblast
SB: 4 [GP] Shattering Spree
SB: 3 [DK] Tormod's Crypt
Last edited by Volt; 02-25-2007 at 05:23 PM.
Team Info-Ninja: Shhh... We don't exist.
Have you considered Loaming Shaman in place of Tormonds Crypt? Although obviously slower than Crypt it accomplishes the same thing and is still a threat..
Also I really like Tin Street Hooligans in my sideboard for the same reason as Shaman, it allows you to bring in artifact hate but also keep the offensive/aggro plan intact.. Maybe -1 Krosan and -1 something else for +2?
Thanks for the back-up, Volt.
@atwa2002: As mentioned, Lava Dart kind of sucks. I think everyone pretty much already covered it.
@edgewalker: Keldon Marauders, as I see it, is a burn spell in installments (1+3+1). It's not a creature per se, because the deck focuses on creatures as repeatable sources of damage (hence the non-inclusion of Ball Lightning, among other reasons). As for Blood Knight, I like the card, and I think it's really good. But is there a card that it SHOULD replace? I just think that the creatures in the deck are better. In mono-red or Rancor builds, Blood Knight is a shoo-in.
@sammiel: Because as mentioned in the sideboarding strategies, you don't need to counter their counterspells since you're not really in any pressure, unlike in Thresh where you might be facing 3/3s and 4/4's beating down on you. The Pyroblasts should be better as burn in these situations.
@ExplosPlankton: As Volt mentioned, they need Soltari Priest/Silver Knight+Jitte to win. If they don't get to draw those two cards early, this deck overruns them.
@noobslayer: I already stated my position on those cards above. As an additional note, let's go through what you said were the benefits of Blood Knight:
First Strike: Would it matter when there are no creatures to block it? Creatures that I can't burn away, it will die to anyway (Threshed Mongoose, for example)
Immunity to StP: Decks that pack it wouldn't want to spend their precious StP's on it anyway, saving it for Dryad/Slith/Lavamancer
Passes through AS's defense: I already do. And as mentioned in the first post, if they do hold back their Silver Knights to block, they're in the danger of just being burned out.
@mmmetaphor: Your suggestions of using creatures as SB options to keep the threat density up is nice, but the decks which I really want to side in Crypts for (with Reanimator as the #1 target, followed by Loam-decks) needs hate aimed at them ASAP. Being able to activate Crypt at instant speed is a vital part of it, too.
As for Tin-Street Hooligan, the Krosan Grips are mainly for enchantments anyway, as there are more enchantments that can shut the deck down than artifacts - it's just a bonus that Grip also destroys artifacts. If only they'd print a CIP Krosan Grip/Naturalize effect creature for 2-3cc...
If there's no creatures to block it, then they're taking 2 on top of whatever else you're swinging with. And in this same vein, if there's never any creatures to block because you burn them, then why are you not running SCM again? You said it was bad temp to wait for a creature to connect to then play Mauler, but then you say first strike won't matter because there's no creatures to block it? Sounds kinda contradictory.
Which then if you're playing Rancor means there's a 4/2 Trampling, First Striker on the board they can't touch, so they have to hit whatever else you have and try to hopefully deal with the Knight soon.Originally Posted by Kicks_422
Silver Knight is not the only bad news for you and if by holding him back puts them in danger of being burned out, then you're not burning their creatures, which means they're swinging. Any of their creatures plus Jitte or SOFI, or both, is bad news for you. They also play StP, Angel, and some versions Wave. That's on top of them having 8 Pro-Red dudes. AS can thrash Goblins, which also happens to be red based, pretty well and I'd say they'd be slightly favored against you.Originally Posted by Kicks_422
Originally Posted by Jack Burton
// Lands
1 Barbarian Ring
6 Mountain
3 Bloodstained Mire
4 Wooded Foothills
4 Taiga
// Creatures
4 Kird Ape
3 Scab-Clan Mauler
3 Blood Knight
4 Quirion Dryad
4 Grim Lavamancer
4 Mogg Fanatic
// Spells
4 Incinerate
4 Chain Lightning
4 Magma Jet
4 Lightning Bolt
4 Rancor
// Sideboard
SB: 3 Pithing Needle
SB: 3 Pyroblast
SB: 3 Tormod's Crypt
SB: 3 Krosan Grip
SB: 3 Pyrokinesis
Now for my choices that haven't been discussed in great detail.
Barbarian Ring: One is the right number. Because of Lavamancer activations, there's a good chance you won't be very close to threshold. It might seem illogical, but playing one of these isn't hurting you either way.
Scab-Clan Mauler: It's ridiculously easy to set one of these guys up. I like it because it pumps Dryad, and has muscle for its cost, allowing it to swing in with the best of them.
Blood Knight: I'll go more into the Angel Stompy match-up later, but every reason you said he was bad, he is good. Also, he owns goblins left and right, and any X/2 in the format.
Rancor: So every one of my creatures becomes a threat, with trample, and recursion, for G? Let me think really hard on this one. FOUR OF.
If anything were to get cut form the main, it would likely be the Scab-clan maulers, probably for the 4th Blood Knight, and either two random burn (Lava Dart) or two Cursed Scroll.
My board... I don't care too much for side board in sligh anyways. Yes they are good, it's always just hard to find the right combination of cards for an unknown meta. I'd say Krosan Grip, Pyroblast/ Red Elemental Blast, and Tormod's Crypt should always be present in some combination. I have Pyrokinesis in for Goblins and other aggro decks. Pithing needle could be cut to round of some of the other cards to a full play set.
About some of your match-ups. Keep in mind: I am not trying to flame you. All of my opinions come from a lot of extensive testing, and several months worth of actual tournament play, versus a very wide meta with a lot of talented players (not as much as say Virginia, but we have our share).
Goblins: I try to mulligan for a turn 1 answer to Lackey, even if holding the nuts otherwise. I find if I can get even one Lavamancer activation, it's more than worth it, because it's all about 2-for-1ing goblins. I bring in Pyrokinesis and pithing needles, naming Gempalm or Aether Vial first, and then after that it's whatever is the most relevant thing they have. I can't decide if this match is even or not. But it's far from easy.
Thresh (UGw): Blood Knight with Rancor is so good here. Don't walk into Daze.
Thresh (UGr): Their burn can help hold your creatures at bay for a bit, but I think this match is generally easier for you than the white splash. Don't walk into Daze.
Solidarity: Expect annoying Remands.
Angel Stompy: This part blew me out of the water. Whenever I played vs Phil (legacyplayer0) with sligh, I never won a match. I played against Phil a fair amount of times too. Granted, I won a few games because of Anarchy, but never the match. You want to race them so bad, because your burn does jack shit to their creatures, but the moment you swing, Silver Knight is there stomping the back of your head, then connecting next turn with a Jitte or SoFI, and pretty much clearing your board. I'd say if Angel Stompy in any incarnation is prevelant in your meta (ie, more than one regular player), keep a playset of naturalize effects in your board for equipment, and at least 3 Anarchy. That or play another deck. This match-up is a nightmare.
Stax: I hate to say it, but Chalice and Trinisphere happen early and far too often. Shattering Spree should be in your board if you expect a lot. I'd put it even, but your burn, as long as only lightly inhibited, helps a lot here. As does having a solid beater. The white versions run wrath, so don't over extend.
There's my two cents. Do what you will with them.
Not really. First strike is a combat ability, and in this deck, you don't want your creatures engaging in combat all that much. Yes, it is easy to burn away blockers, get a creature through, and play a Scab-Clan Mauler - just not all at the same turn.Originally Posted by Anarky87
And I'm not playing Rancor. Blood Knight is really good with it, but is there any compelling reason to take out 8 cards in the deck for these 8 cards?Originally Posted by Anarky87
Note: I'll try out -2 Seal of Fire, -1 Fireblast, -1 something for 4 Blood Knight. I'll see how it goes.
My creatures are bigger and more powerful than their creatures (Kird Ape, Dryad) or are very effective against theirs (Lavamancer). If they try to equip a non-pro-red creature, I'll just burn it in response. Like I said, Jitte+pro-red is their best way of beating Dryad Sligh, and even that is not a sure win. SoFI is tough, but manageable.Originally Posted by Anarky87
Or maybe I'm just lucky against Angel Stompy?...
@noobslayer: How long have you been playing with this build? I've played with SCM to say that it's not worth it. I might also try Blood Knight over Slith, just to accomodate your suggestions. Also, no Fireblast?...
I'm currently at college with no access to play other than MWS. However, when I first started playing, about three years ago, Sligh, was my deck of choice. I tested everything from Tangle Wire to Lava Hounds. I can say with all honesty I wish Blood Knight had been printed back then, as it would have helped so much with my struggles vs Angel Stompy. After about a year of play I was on and off with the deck, eventually favoring what I play now, which would mostly be Solidarity. However, even when not playing the deck in tournaments, I'd continue to test the deck with various changes and such.
Don't get me wrong. I've been dicked by SCM. A LOT. But I've gotten dicked more by Fireblast.
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