Subject: Modern Sligh - Control aspects ? A breakdown Date: Tue, 23 Jun 1998 20:41:10 GMT From: Wingers@home.com (Redraven) Newsgroups: rec.games.trading-cards.magic.strategy It seems like there is a lot of confusion here, concerning the nature of the modern sligh deck. Many people have accussed it of being nothing more than beat down/burn. While this was certainly true during the end of the MirViLite, with the addition of cards like thunderbolt, which served almost no practical use except to bolt your opponent, the modern sligh deck is much more controlling than people give it credit for. The following is a break down of the modern sligh deck Card 4 Jackal Pups (Purely Offensive) 4 Mogg Fanatics (Both offensive and Defensive, can be used as another creature for the beatdown, but is more often used as an extra point of damage to creatures, or to block, buying another turn of in- play firing from other cards) 2 Goblin Vandals (Control vs. the control Decks. Only really good during the first couple of turns, in which the vandal requires your opponent to draw so sort of creature kill before playing any artifact portion of their control/lockdown ) 4 Ironclaw Orcs (Purely Offensive, considering that they couldn't block if they tried) 4 Fireslingers (Control vs. almost all decks. Vs. the Creature decks makes up the back bone of creature suppression. Vs. the control decks, continues wittling away at you opponent even after he has the board locked down) 4 Ball Lightning (Almost entirely offensive. A small portion of fear generated by the potiental of so much damage so quickly) 4 Shocks (More control than offensive, most often used to blast a hole in creature defenses to allow attacks to get through, or to get past high toughness creatures, like the Wall of Blossoms. The 1 cc allows you to throw it at early creatures, and still dropp another creature the same turn) 4 Incinerates (More offensive than control. Given the choice between shock and incinerate, the incinerate more often hits your opponent for obvious reasons) 4 Fireblast (As offensive as any card can be. The Trump card that allows you to accidently win games "YOU AREN'T TAPPED OUT, ARE YOU?") 4 Cursed Scrolls (As Broken as this card is, it's balanced between offensive and control. Used as the major reuseable source of direct damage, Allows sligh to get around prot. red creatures. Serves with the fireslinger to create a blanket of suppression fire to clear the path for your creatures. In the case of mass removal or control lock down, serves as the kill card) 2 Misc cards (Depends on the field, meta game slots. Often cards like dwarven miner, or invasion plans, almost always some very meta game specific control) 16-17 Mountains (Obvious) 4 Wastelands (Offensive control. Deny your opponent the opportunity to deal with the offensive creature in your deck) The Modern Sligh deck played correctly has a large number of control aspects. Often these are over looked, because the only thing that is remember when playing sligh are the 5 turn kills and the turns where you did 16 to an opponent, because he was foolish enough to tap out. With the speed of most control decks today, such as the Prop-Orb, or the 5CG Tradewind, without the control aspects, the attack mode of damage simply is not enough to beat most good decks. Nickolas Krestoff