Sligh/Geeba, Chapter VII: Jun '97 - Mar '98
By Michael Flores


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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