Claim Your Terrain: Sligh For Regionals 2003
What's going on? I've been out for a little while, but I am back! Your closest Regional is coming up soon - within the next thirty days for most. Standard is the format for this event, and it is always one of my most favorite tournaments of the year. If you don't know why, check out my archives.
So before I start, let me inform you all on what has been going with me, and why I haven't written in a while.
Believe me when I say this: The intent to write has been there. On my computer there are a few starts of skeletons of articles I wanted to write. Unfortunately, health issues caused me to miss time and not get them done. Writing took a backseat. Since the end of December, I have been ill. At first, I thought nothing about it; then time passed on, and I did the normal cold symptoms. Soon came Grand Prix Boston. I can't miss that, especially considering it was only a few hours away from me. It would be the 2nd Grand Prix I have ever attended, with Grand Prix Montreal being the first.
I showed up, and I felt okay the night prior. Then, when morning came, I started to feel a little run down. Meh; keep going. I swung by a store, grabbed some Dayquil and some other random stuff. I also grabbed a one-liter bottle of water, and I knew I would be needing it, as of recently my coughing had been at a high, and my sore throat pain was at a peak.
I tank down half the Dayquil, then another half. I was like,"There can't be that much in there, right?" I look at the recommended dosage, and see how I wasn't supposed to take more then maybe a one-third of the jar in a day. Sweet.
Of course, that wasn't the only medication in my system. I had Percosets for a back sprain I had once; I took one, just to keep me rolling. I figure, if it can take away pain, it can keep me at my sharpest.
Note to all: You are not supposed to take Percocets as candy or for any reason. It is regarded to be a prescription only medication, and yes indeed, their effects sell well on the streets per pill, reaching around the $5 mark. Of course, I had felt ill, my back hurt, and I had figured that this would help me out. I mean, who's to say my back wasn't injured again. I had just done something I probably shouldn't have done... But... Hey... There is much worse. I had a semi-legit reason; it's not like I was shooting up heroin prior to the tourney.
So we show up in Boston, on track and all. Feeling good about it. We see the castle; it's looking good. I have on my basketball wear - and so you know, I don't seem like a basketball-playing type, seeing as how I'm overweight and nerdy. But I ball with 'em all. I got my Michael Vick jersey on and a headband. I'm ready for war.
I start feeling a touch drowsy, but we register decks. I sat next to Ken Krouner - but by that point my voice was gone. I am sure all he could hear was scratchy noises.
I lasted until round 4, before dropping out and passing out for about four hours. Then I moved out to the car and slept for another four hours.
What happened at GP Boston isn't important; what followed after is.
I kept feeling sick and seemingly worse. About two weeks later, it had gotten to the point where my cough was horrid and I needed help - at eleven at night. Time for the hospital.
I was diagnosed with acute Bronchitis and Spinal Meningitis.
So since then I have been pumped with medications of all types, and sleeping probably 14 or more hours a day. I have slowly gotten better, and hope for a full return by May 3rd: New England Regionals, to be exact.
Because I am a complete dolt, I haven't stopped my job and fun time. I am still playtesting Type II decks, either with friends or via Apprentice. I am also the only judge in the area and organize tournaments such as every Tuesday Night, Friday Night Magic weekly and a bi-weekly Saturday events.
Let's dump into Type II right now, and get started. So little time, so many things to discuss.
Claim Your Terrain, Regionals 2003: Sligh
Ah, one of the classics in the world of beatdown.
Goblins are at a high right now, and there is nothing that says you shouldn't play them now, if you ever had.
The internet community has already defined our Tier 1 decks. Granted, I think the Tier idea is dumb; Tier 1 just means"decks that you should gun for." There's a wanted poster in your local post office, and it has Psychatog's evil grin, a Wild Mongrel snapshot, and a enlarged photo of Roar of the Wurm.
Enough hints. You know this stuff already.
Tier 1 (as the internet tells us)
- Psychatog
- Red/Green Beats
- U/G Madness
It's all about speed when it comes to Sligh - and keeping that in mind, with help of some utility factors, leads to success.
Here is my preliminary deck I have worked into, along with some insights afterwards on some cards I deemed possibilities, but didn't get in.
Before I proceed, let me give the Jeremy Muir warning: You may be shocked to see certain cards in certain places, and others not involved.
4x Goblin Grappler
4x Raging Goblin
3x Goblin Sledder
3x Grim Lavamancer
2x Skirk Marauder
4x Goblin Piledriver
4x Blistering Firecat
4x Reckless Charge
4x Shock
3x Firebolt
4x Volcanic Hammer
2x Threaten
1x Barbarian Ring
1x Petrified Field
1x Goblin Burrows
4x Wooded Foothills
4x Bloodstained Mire
8x Mountains
Sideboard:
2x Orcish Artillery
2x Threaten
3x Flaring Pain
2x Fledgling Dragon
3x Ensnaring Bridge
2x Pillage
1x Blaze
First of all, let me note that this Sligh deck is unusual in that Engineered Plague isn't that bad of a problem, it really isn't. There are three different creature types (four if you count Artillery), Morph creatures, and direct damage. I'm not one of those types who uses twenty-four goblins in a deck.
Specific Card Analysis: (analyzing the odd stuff)
4x Goblin Grappler:
Flametongue Kavu! Well, kind of. It's not nearly as good, but this thing can turn games around - and at worst, it's like a Taunting Elf. (Which sees how much tournament play? - The Ferrett) I love this guy, Provoke on a 1/1 goblin, Birds of Paradise and Llanowar Elves beware! And when you Reckless Charge or add burn to the top of things, a little Grappler may take down some really annoying thing that stands in your way. My favorite play: Charge a Grappler, attack, force a freshly-summoned Visara to block, then Shock her head. I can honestly say, once your opponent realizes how annoying and good a Grappler can be, they will start treating him as a real threat. Also, add him into the Goblin Burrows mix, and your opponent can get quite frustrated.
2x Skirk Marauder:
I have became a fan of this guy. I constantly hear how people think this guy is bad. He is a Goblin Raider with a bonus... Well, he has one defense. (But as I said, I haven't experienced too many problems from Engineered Plague as of yet.) People generally think he is a Blistering Firecat and go out of their way to kill him off when he is morphed, and then you just flip him up and shock them or a creature. This guy is just as useful in Standard as he is in Limited.
2x Threaten:
There are more in the sideboard, which is generally where you find Threaten. This card deserves a few slots in the main deck, and after trying it out, I haven't gone back. So many uses...
Let's just peer in on the tier 1 decks of note: This is almost essential sometimes in helping you win the game against U/G Madness. U/G is not your favorite matchup in the world, believe me, but maindeck Threaten seems to come up often enough to finish up what you started. R/G? Stupid Elephant Guides on creatures, Wild Mongrel, and morphed creatures are your targets. Lastly, Psychatog. I have won two games so far by taking a 'Tog to clear the path - or, as in both those cases, just to finish them with their own 'Tog. Your graveyard and hand never matter enough to not kill them with their own janky stupid 'Tog.
Lastly - and believe me, this comes in handy way more than I would ever think - Threaten can be used on your own creatures to give them Haste. On a game 2 versus a Control Black player, I simply won the game by casting a Goblin Goon and threatening it. I kept in the Threatens in just for that reason. It won me the game! Then there is always the no-brainer use for Threaten - random kill tactics against fatties, or just getting that one annoying creature out the way. It's funny versus Reanimator when you take a Phantom Nishoba, or versus Astral Slide when you finish them with their own Exalted Angel.
1x Petrified Field:
Some say this is more of a Burning Bridges-style card. Pshaw! Silver Bulleting this bad boy is so helpful. Get back your one Barbarian Ring for some extra firepower, get back a Burrows when you need to pump your goblins up, or do what I do more often then I probably should: I take back a fetchland, and go get myself more land. Nothing like mathematically lowering the chances of you drawing land, and increasing your chances of drawing an action card. Sligh/Burn is all about math.
2x Orcish Artillery: (sideboard)
Those of you who don't remember the days of when Artillery and/or Cannoneers where a part of Sligh, shame on you! You shouldn't be allowed to play Sligh. I don't think Sparksmith should be in Sligh. Artillery does the same thing, but is a 1/3... And three defense is key! Also, this card isn't hosed by random Engineered Plagues. Then, on top of all that, you always know what you are getting with Artillery: Three damage to you, two damage to any target. No, not like Sparksmith, which can't hit players - any target. I'm sorry to try and sales pitch these guys on you, but I swear by them over Sparksmith. Be honest with yourself? Doesn't Sparksmith usually do three damage back to you? Wouldn't you like to just send some of that at your opponent, and not get killed by a Firebolt in the process? Orcish Artillery: A bag of tricks long forgotten.
3x Flaring Pain: (sideboard)
This may not be the most off-the-wall addition you've ever seen to a Sligh deck - in fact, its almost required. I just wanted to point out how important this can be. Let's run down some of the baddies this can bail you out against: Circle of Protection: Red, Moment's Peace, Commander Eesha, anything with Protection from Red, and the list goes on. People use random stupid crap against you just to screw you with your all red ability. Stopping their tricks is very important. The #1 target these days for Flaring Pain, is Moment's Peace. You're playing red; you want to get it on until the early morning, smashing and bashing. Moment's Peace? There's no moment when just a few seconds of time should stop your flaring anger, and the pain your are bringing.
Now let's analyze some of the matchups for this deck:
Vs. Psychatog:
Stay aggressive. They pack a lot of removal, but there aren't too many instant destruction spells. Games shouldn't get to the point where they Upheaval/Psychatog. You are controlling this match, not matter how much your opponent may con themselves into believing they are. Haste. Burn. Speed. Combined those three with the fact that you are relying on Math, just like 'Tog decks do, and you can see why Sligh has the upper hand.
Vs. Red/Green:
Drawing well versus them is advised. No, not fast; well. Three Goblin Sledders and four Raging Goblins will not beat them. The key is to shut down their key stuff and force early damage through. At all costs, do not let yourself be at ten life, with them at twenty unless it's from the super duper Search land draw. Kill every Wild Mongrel you can. My favorite way to go about this is to Reckless Charge a Goblin Grappler into a Mongrel, or tossing Volcanic Hammers at Mongrels. So what if they pitch a few cards? That's fine with me! Card advantage is what Magic is all about.
One thing to remember in this matchup is that you are the control player, they are the beatdown player. I would say this is a 45% matchup for you, so it favors them - but if you play smart, it isn't too bad.
Vs. Blue/Green Madness:
In Odyssey block, beating Blue/Green with Red was seemingly impossible. In Type II, it's a whole different atmosphere; you are faster, stronger, and nastier. Goblin Piledriver is the ace in the whole, with the Firecat's serving as finishers. The addition of Threaten into the maindeck makes this a winnable matchup. The best is when you send charged up Grappler, or burn supported ones into combat, and break up stupid Wild Mongrels and Merfolk Looters. Slow them down, and you will win. If you are facing the Threshold version of the deck, you'll find it is a lot tougher matchup; they are just that much larger.
Vs. Mono Black Control:
They will need very Corrupt they draw. This deck doesn't get owned by sorcery removal. Burn, six maindeck Haste techniques, plus four Blistering Firecats, and some diversity in your sources of damage (nullifying Engineered Plague from completely owning you) give this matchup to you. Some experts say that MBC is a problem matchup for Sligh. Wow, are they wrong. It's one of the best matchups you can have.
Vs. Astral Slide:
This is an easy matchup, except one damn card: Teroh's Faithful. Faithful with an Astral Slide out is mighty bad. You can easily get the speed draw and blast them out of the water before Slide and such become active problems, but keep your fallback plans available. Killing Teroh's Faithful, if possible, the turn it comes into play is your game plan.
Then again, not every Slide deck uses the Faithful. You just beat those guys.
Vs. Burning Wake:
This is an easy matchup after adding in your Flaring Pains. Prior, it's a touch favorable to them - about 52% in their favor. This deck is slow; your deck is fast. I have seen some versions that use a Gerrard's Wisdom in the sideboard (along with Ancestral Tribute), and the Wisdom can provide a real momentum breaker if they Wish for it early. Overall though, you usually win this series.
Vs. Kai Wake:
You shouldn't worry about this deck much. It's harder then hell to play correctly - and let's face it, you're not going to face that many solid players who pilot this deck, even if it does show up everywhere. You can beat this deck, but it's an unfavorable matchup. They have a 55% over your 45% in this matchup. This also includes factoring in Flaring Pain. The reason why this Wake version is better versus you than the Burning version? Four maindeck Renewed Faiths can turn situations around in the game, and Faiths doubled by Mirari spell end of game.
Vs. Sligh: (Mirror)
There are two things that decide this mirror: One of them is that one of the players gets a strong draw and the other player gets some horrible draw. If that isn't the case, the player most able to play the control guy will win. Maindeck Threaten will also turn matches around, especially when multiple Goblin Piledrivers become involved.
Vs. Beasts:
This matchup is like being stabbed with a dull butter knife. Ravenous Baloth is a problem. A ton of other beasts make it a match to worry about. The answer? Hopefully, you can rely on Ensnaring Bridge to bail you out and some well-timed Threatens and Firecats. All in all, this is your worst matchup.
Vs. White/Green Madness:
I would dub this your 3rd worst matchup, with Beasts being #1 and the Black/Green Syllogism deck being #2. You can win this, though. Unlike the other matchups, where you just get wrecked by life gaining Beasts, you can just outrace G/W Beats. I would say its in favor for them around 58% in my testing, but that in no way means you can't beat them. Threaten shines again in this matchup, taking one of their blockers when they are low, and finishing them off.
Vs. Punisher:
Don't be fooled into believing this deck no longer exists. It does, and it's a problem. Just when you think you have the game starting to turn into your control, they start casting Battle Screech and using Opposition. Generally, Oppo decks aren't that bad of a problem. Pillage stops those oh-so-annoying Squirrel Nests. The problem here is that this deck is all about answering decks like Sligh. I consider Punisher, in fantasy sports terms, a sleeper deck for Regionals. Disorder may be a needed addition if this becomes a threat. As it stands right now though, it's nothing to worry about, just something to put away in your head, and pull them Disorders out.
Vs. Reanimator:
Anyone who plays Reanimator will just tell you that they beat you with Phantom Nishoba. Just come at them fast, hard, and strong, and finish them with burn, Firecat, or a Threaten. Nishoba is a real problem in the late game, but they should never get there anyway. They can get the strong draw, but I wouldn't worry too much about it.
Vs. Black/Green Husk-Herald: (Syllogism.dec)
Here lies a problem for Sligh. Oh my God is this a pain in the ass to play against, but fortunately it's not Tier 1. I would say you have 35% in your favor. So it's winnable, and easily can be, but there is a few problems. Wirewood Herald is annoying, yes, but not the problem. Ravenous Baloth and Oversold Cemetery is like your Antichrist. This is a big enough pain in the ass that if it becomes big, fitting two Steamclaws in your sideboard may not be the worst idea ever.
Vs. Zombies:
Most people will say, yeah, you beat Zombie decks. Well, the one I currently got built beats Sligh 55% of the time. I will eventually be writing an article about it, giving details on the deck, which I consider Zombies a potential deck to use for myself, along with Sligh, at Regionals. Of course, who knows when it comes to me? I will detail this in an upcoming article soon.
Vs. Braids:
Just beat them. That's all you need to do. They will try to control you this way from that; just say no, and smash them around. Braids itself should never really be a problem. Since this deck will just be like a Control Black deck with a splash of another color, it isn't going to be a problematic matchup.
Vs. Monastery:
A deck that has made a touch of noise at one of the Regional tournaments in Poland, dropping 2 copies of it in the top 8. It basically looks like Psychatog, without the 'Togs or Upheavals, and the inclusion of even more control. Since its kill mechanism is a land, and it can use things out of its sideboard with Cunning Wish (like Beast Attack) this deck makes for a weird design. Thankfully, I don't see it being much of a problem for Sligh, but I can see it wrecking a lot of other decks.
There are a few more things I could delve into, but I think you have a general grasp of the basic field. If I forgot some major archetype, oh well!
Now, I want to discuss some of the things I DIDN'T use. Stuff I wanted to fit in either the main, or sideboard.
Lavaborn Muse:
I absolutely love this card. I think at some point people will realize that this card does not suck. It's like a Keldon Champion. Whether this is a viable Sligh card, is the question: I wanted to get it in the main, or at least in the sideboard, but the time is not right. Sligh may not be the right fit for this card, but it feels like it should be.
Goblin Goon:
The fattest Goblin on the block. While his drawback is a pain, it's a lot like Mogg Flunkies: You can work around it. I mean, you will be killing creatures, so getting this guy to swing isn't that much out of the question. I originally ran two in the sideboard, but decided that Fledgling Dragon may prove to be the equivalent.
Clickslither:
A very potent card, but this card may be much more powerful in block then in Type II. Why? People will disagree with me, but having enough goblins and stuff to make him as good as other four-drops, like Blistering Firecat, is hard to do. Tons of removal is all over the place, some bounce spells, and Wrath of God. Do you really think your opponent won't Wrath when you have three Goblins out? Clickslither can look a lot like Thundering Giant; he'd be good if it wasn't for all of them omega removal decks. In block, however, where all those cards don't exist, he can be the bundle.
Flaming Gambit:
I turned to Blaze instead - and who knows? I may not even use that. Gambit has its merits though, for it can be used twice. But, sometimes your MBC and Wake opponents have creatures out, like Nantuko Shade, Visara, Braids, or Wurm tokens. Gambit just turns into what you don't want it to be.
Steam Vines:
Anti-Squirrel Nest tech. I like this card a fair amount, but it just doesn't have a spot, especially when you can just play Pillage.
Goblin Taskmaster:
A Goblin - and a good one, too. I like this card way more then most people, just because it can morph. Any tricks you can do with stuff is good, and that makes this guy helpful. I was really close to adding this to the deck instead of something else, just because a Taskmaster plus a Grappler can be pure evil.
Goblin Raider:
It's not as good as Skirk Marauder, and I'm sticking to that. If there wasn't that Piledriver fellow out there, I would be using these for sure.
Goblin King:
Okay, no one really plays with this very often, but it does get tested out as a maindeck or a sideboard card. You really need your deck to be heavily focused on the Goblin theme to make him useful enough, and my deck just isn't.
"Sparksmith:
I like him a lot, but I like Orcish Artillery more. Call me crazy, but Artilleries are still winning me games. It all comes down to the defense, I will pay one more mana for a very important tempo changer, in order for a +2 defense.
Flame Burst:
What can you say? It does its job, and it does it well - it just isn't the best choice, but it always lingers in that"maybe" bin. If you can guarantee seeing at least three a game, it's worth using, but you can't.
Fiery Temper/Violent Eruption:
There are zero madness outlets, so these just cost what they say. That isn't a bad thing either. It's just... Not what I am looking for. I already have Firecat at the four-mana slot, and I am all about the mana curve. The more expensive cards you stuff into this deck, the worse you dilute the deck.
Lava Dart:
A good card? Yes. A great card? Not really. It has a lot of uses, but I just found that I prefer Goblin Grappler to do the same stuff. Sure, in the mirror match I may be down because of no Lava Darts, but the mirror match shouldn't be a battle of the Internet-dubbed Tier 2 or Tier 3.
Chain of Plasma:
Potent, powerful, amazing. I prefer Volcanic Hammer more, and it basically came down to Firebolt x 3 or Plasma x 3. I wanted Shock; I like Shock, it treats me well. Maybe I'm stupid, maybe I am the guy who just doesn't put 4x Firebolt in every deck because of its flashback potential... but for the record, I have 3 flashbacks on Firebolt total while playing Sligh in a lot of - and I mean a lot of - games. Plasma is pretty good. I will contemplate using this card until show time. I like it.
Steamclaw:
With the Black/Green deck being such a problem, and Reanimator being kind of annoying, Steamclaw gains merit. That is what sideboarding is about, fixing your problems. I'm not sure if this will be a necessary inclusion at any point, but I have it on my maybe list. Also, threshold-oriented decks make this card a touch more desirable.
What can I say that hasn't been said? I gave my opinions on matchups, cards I thought about, and the not so obvious additions I have to the deck. The rest of the stuff is just formality.
I think Sligh is a contender, but people won't be worrying about it that much. They probably shouldn't need too, I will tell you now that it won't be a highly-played deck... But I like it. It's a beating.
So it continues to stay in my gauntlet of decks to work on for Regionals. Come game time, I may not go with it. Regardless, I think it has the potential to carry me to the top 8.
If you play this deck however, at your next tournament, bring a book or magazine or something to do like Gameboy. Games, weather you win or lose, end fast.
Any question, concerns, comments and such, feel free to ask me.
Jeremy C. Muir
Keiichibell@go.com
Newsflash:
Starting on April 19th, the store I judge at, Street Toys, in Milton Vermont, will be a participator in the NEC, North East Challenge. 5 Type II qualifiers and one other get sent to the big dance being put on by T.J. Collectibles.
For information regarding this event, feel free to contact me.
















