Subject: my kinda sligh Date: Thu, 30 Apr 1998 05:07:58 -0700 From: Tony Camarota Newsgroups: TheDojo.strategy ok, here is this extended format sligh deck that has won me 2 tourneys, and 2nd place in 3 trys, it put me at #75 in CA, and the records havent been updated, so i expect to be at #50 at the next update. Land: 4 badlands 2 rocky tar pit (yes, these are very good cards) 4 taigas 4 mishra's 8 mountains Creatures: 3 mogg flunkies 4 mogg fantastic 3 suq lancers 3 ball lightnings 1 viashino sandstalker :) (they are pretty cool) 4 jackal pups, totally awesome 2 fireslinger now at this point you are saying, "what! no vandals!, no ironclaws!, yes, because iron claws suck, and vandals get killed by the scroll you are trying to destroy, so they arent cool) the reason for 2 slingers is because there is so much burn in this deck it isnt funny. spells: 4 lightning bolt 4 incinerate 4 fireblast 2 thunderbolt 1 earthquake (good for the first game against a white weenie before you can sideboard in) 4 diabolic edicts (now the reson for this is to get rid of jorrels centuar, and any creature with that ability, they also work well on priests and en kor, edict them, DD the other one) 4 cursed scrolls......of course sidebar: 2 hand to hand 3 emerald charm 3 goblin vandal 3 havoc (totally a killer) 4 pyroblast (mandatory for counter-countering your scrolls and fireblasts) this deck isnt too hard to figure out how to play, there is a lot of DD so using them for creature removal is not a NO-NO. the edicts are only in for the centuars, and and any protection creature that might be out when you dont have a scroll. if they control 2 creatures when you edict...use DD on one, then edict, basically the point is to put out a first turn fanatic, or pup, then second turn flunkie, and third turn lancer, ball lightnint, or sandstalker. stalkers are not as bad as everyone thinks, but a ball lightning is a lot better, so i only play 1. then after you have put them at the miserable 9 life pint, they are basically dead, you should have a fireblast, and a few DD cards by then. if they manage to stick out a big creature while you are beating them down, edict it....always take out their mana producers with your DD, dont let them have mana, this deck will 100% of the time if they dont get more than 3-4 mana per game. Once again: FORGET ABOUT THE IRONCLAW ORCS...they are not wanted, you can play flunkies unstead, which are just as good. and with the factories, you can beat them down as well i was also thinking about mox diamonds in this deck, it makes it run twice as fast (first turn flunkie, and so on) but im worried about mana screw, so far, from experiences, this deck has managed to win with only 3 mana out by the end of the game, if you see that you are playing a very slow deck, hold the creatures, and just keep burning them. even a blue deck cant counter all of it. so, tell me what you think, and if you want to challenge me, the creator on apprentice, my ICQ UIN # is 4114997 ide be happy to show you how well it works.