SLIGH IN A WIDER ENVIRONMENT, JULY
1997-SEPTEMBER 1997:
Without a doubt, the most important Type II tournament of 1997 was the US
Nationals. With no specifically Type II Pro Tour event, the Nationals served
as a showcase for Magic's "Standard" environment.
The most influential deck to come out of the US Nationals was Dave Price's
Deadguy Red deck. Although he was mathematically eliminated from the finals
by a disappointing showing during the Mirage/Visions/Weatherlight draft portion
of the Nationals event, Dave wanted to show off his hours of playtesting,
and blasted his way through the tough second day.
This version of Deadguy Red earned Dave an undefeated record at Magic's toughest
Type II event:
| Dave Price's "Deadguy
Red" Deck |
4 Goblin Vandals
3 Goblin Digging Team
4 Ironclaw Orcs
2 Dwarven Soldier
4 Ball Lightning
2 Viashino Sandstalkers
4 Lava Hounds
|
4 Incinerate
4 Hammer of Bogardan
4 Fireblast
3 Kaervak's Torch
|
|
4 Dwarven Ruins
18 Mountain
|
Sideboard:
4 Anarchy
4 Detonate |
Sideboard (cont):
4 Straw Golem
3 Pyrokinesis |
The unusual thing about Dave's deck is that it is a pure beatdown machine.
Previous incarnations of the Sligh deck were based on control and selective
card advantage. For example, the prototype version of Sligh designed by Jay
Schneider, was able to gain many-for-one card advantage by its use of Orcish
Artillery against small-toughness creatures. Pat Chapin's deck at Dallas
continued this trend by his inclusion of Death Spark, Dwarven Miner, and
Hammer of Bogardan. Classic Sligh decks of this sort aimed to establish board
advantage by a combination of creature-kill (Lightning Bolt, Incinerate,
etc.) and utility measures (Pillage, Shatter, and so forth).
By stark contrast, Price's deck simply aimed to kill the opponent. Creatures
were not chosen for their overall versatility, but rather for how much damage
they were able to do. Consider the use of Dwarven Soldier: although conventional
tactics such as the Dwarven Miner or Orcish Librarian would have maintained
the Sligh standard with regards to creature utility, only the Soldier had
the 2 power in which Dave was interested, supplementing the 4 Ironclaw Orcs.
The Orcish Artillery-style creatures, previously ubiquitous by 4 or 5 in
previous incarnations, were totally absent in this deck. Instead, Dave went
with Ball Lightning and Viashino Sandstalker at the 3 casting cost slot,
because their power exceeded their toughness, a key element with regards
to Daves choice of "beatdown" creatures.
Even the use of Kaervek's Torch is telling: while Fireball has always been
considered the Cadillac of red X-sorceries, the Torch is harder to stop with
permission, and hence, more likely to deal damage. Damage, not card economy,
was important in the Deadguy Red deck.
This divorce in style, from a creature-based control strategy, to a
damage/celerity offense was based on the environment of the US Nationals.
Red had been neutered somewhat by the printing of the Fifth Edition, and
lost its most prevalent card: the Lightning Bolt. Moreover, the then-recent
inclusion of Ice Age returned to the environment cards like Icy Manipulator,
Demonic Consultation, and Swords to Plowshares. The Deadguy Red deck took
these elements as its primary points of construction.
Quoth the Beatdown King:
"The decision to play a beatdown red deck in US Nationals, instead of
a control red deck like I used to qualify for Paris, was largely a result
of the loss of Lightning Bolt, which is an efficient removal spell, and the
gain of Fireblast, which is not well suited for removal but is an excellent
card to finish the game with."
-Dave Price
Moreover, the use of eccentric strategies, like heavy celerity and direct
damage, was almost totally a product of the US Nationals environment. Where
Necropotence decks would return with powerful (but dangerous) cards like
Demonic Consultation and Infernal Darkness, the mono-red beatdown deck was
a powerful choice: imagine that Fireblast was not only a killer finishing
spell, but two Hymns to Tourach! Moreover, the reintroduction of Swords to
Plowshares almost totally removed the drawback of Lava Hounds. In an environment
where this would be the primary creature elimination spell, the Lava Hounds
were simply a 4/4 celerity creatures for 4 mana--unspeakably efficient.
From this standpoint, we must almost consider the Deadguy Red deck to be
an animal that exists outside the standard "Sligh" archetype. While the Sligh
deck exists as a theory, like Weissman's control theory, the card synergy
of the Necropotence deck, or that buzzword we call card advantage, Dave's
deck was primarily a metagame decision used to win a particular tournament.
Quoth the Beatdown King:
"I played that deck in one tournament, US Nationals. Sure, I tested it
and tested it before hand, but it was not designed for an environment where
players would bust out second turn Freewind Falcon on a regular basis, or
have mad Honorable Passages in the sideboard; it was designed for a control
heavy environment in which most of the players would disdain cards that wrecked
my deck."
-Dave Price
While the Deadguy Red deck was without a doubt among the game's most powerful
and successful decks, it had perhaps gained too much credibility based on
one tournament environment. What was a great success for Dave Price may have
been problematic for the next wave of players, copying his style.
THE INTRODUCTION OF TEMPEST, OCTOBER 1997-MARCH 1998
The printing of Tempest and the rotation of Ice Age, Homelands, and Alliances
strengthened red and badly hurt control strategies. While red got a number
of new tournament-caliber cards, such as Kindle and the absolutely fantastic
Mogg Fanatic, the U/W control deck lost staples from Swords to Plowshares
to Force of Will to Kjeldoran Outpost. The standard reaction of most players
was simply to "play Sligh," as it was the best!
At a $1000 tournament in Edison, NJ, right after Tempest became Type II legal,
the field was primarily Deadguy Red clones. At least half of the decks in
the Standard portion of the tournament boasted Incinerates, Ball Lightnings,
and the rest. Even Jon Finkel, one of Magic's most prominent control players
went with g/R beatdown... yet not even one of the Deadguy Red clones made
the finals of that tournament: all were knocked around by standard white
weenie, BloomDrain, and Penn Flying Beatdown.
The reason for this curious turn of events is that the players at this tournament
were not at the 1997 US Nationals; they were using a deck that was never
intended to win outside of the widest Ice Age block/Mirage block environment.
The Deadguy Red strategy was not synonymous with Sligh, and the players of
this deck found themselves punished by BloomDrain (which could run unchecked
where Force of Will was no more) and white weenie: in this tournament, Freewind
Falcons and Honorable Passages came in anticipation for the popular red decks!
Pity the Lava Hounds sent home and blocked by faithful jellyfish!
This is not to say that the Sligh strategy died with the coming of Tempest,
just that the Deadguy Red strategy was not designed for post-Tempest Type
II.
Some of the very best deckbuilders in the game helped to return the standard
"Sligh" deck to its roots. Erik Lauer, the Mad Genius of Magic, pointed out
the efficiency of Fireslinger. Jon Finkel was one of the first to use Cursed
Scroll. Note that both of these cards generate card advantage over the long
term, as opposed to short order beatdown damage: at 1/1 for 2 mana, the
Fireslinger does not fit the Price standard as a beatdown creature!
Using the concepts of the traditional Sligh deck, building on a utility creature
base employing the mana curve and winning with selective card advantage,
Tony Parodi won the prestigious 1997 Neutral Ground championships using this
deck:
| Tony Parodi's
"Cursed Sligh" Deck |
4 Mogg Fanatic
4 Jackal Pup
3 Goblin Vandal
2 Mogg Conscript
4 Ironclaw Orc
3 Canyon Wildcat
3 Fireslinger
1 Ball Lightning |
4 Incinerate
1 Hammer of Bogardan
4 Fireblast
2 Thunderbolt
1 Goblin Bombardment |
4 Cursed Scroll
|
20 Mountain
|
Sideboard:
3 Bottle Gnomes
3 Earthquake
2 Nevinyrral's Disk
3 Pyroblast |
Sideboard (cont):
1 Goblin Vandal
1 Thunderbolt
1 Fireslinger
1 Canyon Wildcat |
Like the deck that arguably "put Sligh on the map," Pat Chapin's Dallas deck,
this one used only 1 Ball Lightning. It de-emphasized beatdown, and focused
more on creature elimination and the utility aspect of creatures. Even its
sideboard had cards like Bottle Gnomes!
Quoth Gray Matter's Head Judge:
"How can a mono-red deck be good without Ball Lightning? If you play with
Ball Lightning, you lose to Honorable Passage."
-Tony Parodi
The mono-red creature strategy has proven itself as viable and valuble since
Pro Tour Dallas, having been represented at the top in each constructed format
since then. Beatdown King Dave Price has even won the recent Pro Tour Los
Angeles 3 with a Tempest-only variant. As Stronghold brings forth new options
like Shock and more of those crazy Moggs, the future of this deck archetype
is exciting. If a Pro Tournament can be won with a stack of Giant Strengths
and no real way to remove Chill or Circle of Protection: Red, only one thing
can be said of this simple archetype:
"Sligh is here to stay."
Article written and © 1998
by Mike Flores, used here
with permission of author.
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