Speed red deck

D

Dark Horse

Guest
Question- I was out of magic around tempest, so "sligh" is just really quick and painful red decks right? Heres my type two one.

4 Seal of Fire
4 Shock
4 Flame Rift
4 Molten Hydra
4 Downhill Charge
4 Kyren Sniper
4 Shock Troops
4 Keldon Champion
4 Spitting Earth
4 Blaze

20 Mountain

Well it is quick, and it is painful, you do have to say that.
 
G

galtwish

Guest
Sligh specificly refers to a deck that was invented in 1996 to deal with Necro and W/U control. It featured the awesome power of Pillage+Black Vise+Strip Mine and punished those opposing decks due to the old mulligan rule aka seven land or no land for a mulligan. It beatdown with a bunch of weak dorks and cleared the fieled with Orcish Artilery, Brothers of Fire. The concept was furthered in rath Cycle with the inclusion of Jackal Pup, Mogg Fanatic, mogg Flunkies and Shock to replace Lightning Bolt. The deck to a serious hit with the addition of Urza's Cycle, due to the loss of Fireblast, Incinerate, Viashino Sandstalker, and Hammer of Bogardan, but gained Lightning Dragon and Avalanche Riders and was able to utilize Ancient Tomb to become Sped Red. With the exit of Urza's Cycle, most of the few remaining vestiges of speed were lost. Red Deck Wins 2K is the closest thing we have to Sligh right now. Here's a typical Red Deck Wins configuration:

4 Goblin Cadets
4 Goblin Patrol
4 Seal of Fire
4 Shock
2 Parch
4 Arc Lightning
4 Pillage
3 Hammer of Bogardan
4 Avalanche Riders
3 Viashino Cutthroats
2 Lightning Blast
2 Ghitu Encampment
20 Mountian

With a sideboard like this to be just a little more disruptive to combo and really punish Blue, as well as stand up to Ponza a little better:
4 Thran Foundry
3 Cave-in
3 Masticore
3 Boil
2 Ghitu Encampment

Erik
 
D

Duel

Guest
The difference between your deck and his his speed. some cards are simply too slow. Shock Troops, for example, is, in my mind, too slow. 4 mana is too much for that card. Keldon champion, on the other hand, is justified. Likewise, you use cards that take a long time before they kick in. Molten hydra and Kyren sniper take time before you really begin to feel their impact. Sligh is all about power at a point, and controlling the game before your opponent can. Make them go on the defensive early, and win. Now, I'll not use rares, but watch what I do use:

Yours
4 Seal of Fire
4 Shock
4 Flame Rift
4 Downhill Charge
4 Kyren Sniper
4 Shock Troops
4 Keldon Champion
4 Spitting Earth
4 Blaze (I'm sorry,blaze sucks)

20 Mountain

Mine

4 Seal of fire
4 Shock
4 Flame Rift
4 Pillage (control)
2 Avalanche Rider (Control)
3 cutthroats
1 hammer of bogardan or Masticore
2 lightning blast (more direct damage source)
2 last-ditch effort
4 Keldon Champion (I like)
2 Raze (Sligh never used alot of land)
2 Arc lightning
2 branded brawlers
2 rhystic lightning
4 ghitu encampments
16 mountains



[Edited by Duel on August 16th, 2000 at 01:39 AM]
 

Spiderman

Administrator
Staff member
Sligh also formally introduced the concept of the "mana curve", ensuring that you use all your mana every turn. So you had x 1cc, y 2cc, z 3cc, etc. And you could use it for the Orcish Artillery and such...
 
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