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DragoFireheart
07-25-2007, 09:47 PM
I call this deck Jungle Sligh. Just like any sligh deck: get out cheap creatures quickly and beat the opponent down. This deck splashes green for some excellent r/g creatures and awesome side board power.

>Jungle Sligh<

Creatures:

4 Grim Lavamancer
3 Simian Spirit Guide
3 Burning-Tree Shaman
4 Mogg Fanatic
4 Kird Ape
4 Scab-Clan Mauler

Non-Creatures:
4 Magma Jet
4 Lightning Bolt
4 Incinerate
4 Seal of Fire
4 Fire Blast

Lands:
6 Mountains
1 Taiga
4 Forest
4 Wooded Foothills
3 Karplusan Forest

Lands:

Until I get more Taiga and maybe a stomping ground or two, the land I have now is all I got atm. The Taiga would take the place of the Karplusan forest.

Creatures:

Every creature is a threat and serves a purpose in either attacking or some other ability.

Grim Lavamancer: Oh yes, the mighty pinger himself. Getting things into the graveyard isn't an issue between all of the burn, moggs and fetch lands. Not only does he provide me with a way to take out my opponents creatures, he provides me with extra burn to fling at my opponent. Some of you may point out that he doesn't have great synergy with Burning-Tree Shaman, but this is a moot point to not use either creature as they won't conflict enough to cause me too much backlash.

Simian Spirit Guide: The red-version of Elvish Spirit Guide, this ape was obviously more useful for this deck due to most of the spells that I have being red. This ape provides me with mana at an instant and a 2/2 beater for late games. Instant mana can be useful for many things such as:

- Burn spell at any moment, be it one from my Grim Lavamancer or a spell from my hand. This will keep my opponent on his toes assuming he has a creature in play he doesn't want to lose <b>even when I am tapped out</b>.

- I can use it to pay for those silly counter spells that force you to pay X amount to avoid having a spell countered.

The only draw back to this monkey is that he doesn't feed my Lavamancer. : (

Burning-Tree Shaman: My mid game beater (whom I bring out quickly with a Simian Spirit Guide or two), he's not meant to compete with those other stompy decks but more intended for those control decks with too many activated abilites. He not only acts as a somewhat tough creature to kill, he also provides me with extra damage whenever my opponent decides he wants to use his Sensei's Divining Top too much. The burn is small, but it will add up very quickly, putting them closer to the kill zone. While this shaman does conflict somewhat with my Lavamancer, I won't be using the Lavamancers ability to such a high degree to warrent taking out either one.

(Note: I had thoughts to try and take out the Shaman for 3-4 Troll Ascetic although I'm not sure which is a better choice for this deck.)

Mogg Fanatic: Everyones favorite little 1cc goblin! Almost every red sligh deck and even some burn decks will run this little guy. First, he make a good early game threat. Second, he can take out 2 1/1 s or a 2/2 if he feels the need. Third, he has great synergy with my Lavamancer by adding himself to the graveyard to fuel the Lavamancers burn ability. All in all, a great goblin.

Kird Ape: This is one of the many reasons to run a R/G sligh or beatdown deck. The classic beater. Nothing beats this 1cc for a 2/3.

Scab-Clan Mauler: While he does require his bloodthrist ability to go off before he becomes useful, this is not an issue with this deck. Between the seals of fire, moggs, grims and burn spells with all my other creatures constantly attacking, this guy will see his ability go off quite a bit. 2cc for a 3/3 trample is a excellent beat and threat on the board.

Non-Creatures:

Lightning, Bolt, Incinerate, Magma Jet, Seal of Fire: Burn spells. Pretty simple for the most part, but each one serves it's purpose. 1st, all of the burn spells feed my Lavamancer. 2nd, they all act as removal for clearing out the path for my creatures. 3rd purpose is of course to fry the crap out of your opponent. However, all of these burn spells serves their own function.

Lightning Bolt: Basic, quick and to the point burn.

Incinerate: A more expensive Lightning Bolt which can kill annoying regenerating creatures.

Magma Jet: A weaker burn spell that can fix up my next two draws. If I could run more than 4 of these I would. Not only can this get rid of mana clumps in my deck, it can get my a card that I may need 2 turns sooner. Very powerful burn spell.

Seal of Fire: This cast and forget spell is for making my opponent nervous to try and play their creature spells. They can forget about trying to blow it up: like the mogg, all it will do is smack the opponent in the head, taking away one card and 2 health .

Fire Blast: The Force of Will of burn spells, this baby is a awesome finisher. Not only that, it can feed my Lavamancer with more graveyard food. With this card in hand your opponent basically starts the game with 16 life. With this spell and a couple others you can take out over 10 life from your opponent in a single turn! Truly a powerful spell that I could not ignore. Now if only I could get some more Taigas...

My sideboard is currently under construction, as I am still tying to figure out the biggest threats of my local meta-game. Other than a Belcher deck and a Solitary Confinement deck I'm not aware of what other major decks are being played.

Please rate this deck. If you decide to rate this deck, please give me some feedback on what kind of sideboard cards I should use. Also, help me decide if I should keep the Burning-Tree Shaman or replace him with Troll Ascetic.

noobslayer
07-25-2007, 10:00 PM
I saw the r/g stompy 2k6 on the main deck board, but I wanted to try something different. Maybe something faster, but without relying on burn spells, and more on fast creatures. Any suggestions are welcome, and don't be afraid to be harsh either: I want to make a powerful competitive deck.

Sligh is fast because it can whip damage out of nowhere with burn spells. You can't go for a faster win with creatures because they have summoning sickness.
Creatures just give you a more resilient and recurring kill method. This thread will likely be closed or merged. But welcome to the boards.

Barook
07-25-2007, 10:16 PM
You can't go for a faster win with creatures because they have summoning sickness.

He runs 12 hasted creatures with 5+ power, you know... :confused:

noobslayer
07-25-2007, 10:28 PM
I'm considering the fact that he won't be running those creatures. Those guys in general are just bad. You need your guys to stay around. Having so many guys that don't last is not a solid game plan.

Meekrab
07-26-2007, 04:53 AM
How does this handle 12 1/1 goblins attacking on turn 2?

What about a first turn Chalice of the Void at 1 and then a second turn Sea Drake?

Or how about just having your Bird of Paradise Dazed and then a 4/5 Tarmogoyf swinging into your empty board because you only drew two of your 20 lands?

Instead of going through card by card and trashing everything in your deck, I'm just going to say that the stated strategy of "Maybe something faster, but without relying on burn spells, and more on fast creatures" taken to its logical conclusion, will result in you playing Goblins. So if you just want to swing with dudes for the win, play that. The strategy of 'play some fatties and then burn away chump blockers' essentially leads to playing a "fair" deck and loses to all of the unfair things that I outlined at the start of this post.

If you want to play non-goblins red aggro, play Ancient Tombs and City of Traitors with Chalice of the Void, Pyroclasm, and big flying lizards. There's a thread titled Dragon Stompy for that deck.

If you're set on r/g, look at Survival Advantage. Its not exactly fast, but it lets you swing with fatties.

If nothing else, toss those one shot creatures in the trash/on eBay and play some guys that stick around to block/eat burn/do stuff.

DrJones
07-26-2007, 08:49 AM
The only reason to play G/R aggro, is to play with Orcish Lumberjack.

kicks_422
07-26-2007, 09:00 AM
And what are you going to power out on Turn 2? Ernham Djinn? Shivan Wurm? Other stuff that a lot of decks won't really care about?

DrJones
07-26-2007, 09:10 AM
With a first turn Lumberjack, I've been able to cast 2nd turn:

- Wild Mongrel. Discard Arrogant Wurm and Anger and hit for 7.
- Survival of the fittest, search and play 4 rootwallas.
- Blastoderm + Kird Ape.
- Molder Slug.

Which are strong starts for an aggro deck, I think. Molder Slug beats!

DragoFireheart
07-26-2007, 09:15 AM
I was under the impression that speed is important in this format for non-control/stall decks, like MUC.

Did I miss something by using large hasted creatures?

This deck could use more work, as someone noted. Chalice and the mass Goblin Swarm [Rite, DR, SS then Warrens] are a couple problems.

DragoFireheart
07-26-2007, 09:52 AM
How does this handle 12 1/1 goblins attacking on turn 2?

What about a first turn Chalice of the Void at 1 and then a second turn Sea Drake?

Or how about just having your Bird of Paradise Dazed and then a 4/5 Tarmogoyf swinging into your empty board because you only drew two of your 20 lands?

Instead of going through card by card and trashing everything in your deck, I'm just going to say that the stated strategy of "Maybe something faster, but without relying on burn spells, and more on fast creatures" taken to its logical conclusion, will result in you playing Goblins. So if you just want to swing with dudes for the win, play that. The strategy of 'play some fatties and then burn away chump blockers' essentially leads to playing a "fair" deck and loses to all of the unfair things that I outlined at the start of this post.

If you want to play non-goblins red aggro, play Ancient Tombs and City of Traitors with Chalice of the Void, Pyroclasm, and big flying lizards. There's a thread titled Dragon Stompy for that deck.

If you're set on r/g, look at Survival Advantage. Its not exactly fast, but it lets you swing with fatties.

If nothing else, toss those one shot creatures in the trash/on eBay and play some guys that stick around to block/eat burn/do stuff.

Well, for the 12 Goblins attacking me on turn, I'm guessing they use a Rite of Flame, Desperate Ritual and a Seething Song for Empty the Warrens? I doubt many decks can handle that kind of treat that early. What I could do for my main deck is -2 Skizzik and +2 Burning Tree Shaman, and keep 2 of my Pyrokinesis and/or add more. For my sideboard, I could put in earthquake to deal with goblins.

The Chalice-1 and then drop a flier isn't very nice. To help fix that, I could throw in some Incinerates in place of the BoneSplitters. I really won't need rancor as most of my creatures have trample.

As far as birds being dazed, they are not the only form of mana accel, as I have my tinder wall [who makes a great chump blocker until I use his sac ability]. If my bird is dazed on the first turn then I just gained a land advantage by a whole turn.

DragoFireheart
07-26-2007, 09:54 AM
With a first turn Lumberjack, I've been able to cast 2nd turn:

- Wild Mongrel. Discard Arrogant Wurm and Anger and hit for 7.
- Survival of the fittest, search and play 4 rootwallas.
- Blastoderm + Kird Ape.
- Molder Slug.

Which are strong starts for an aggro deck, I think. Molder Slug beats!

If someone counter spells one of the cards you played, or bounces one of the cards play then you just got hit with a 2-card loss. It's for that reason I avoid creatures like Lumberjacks and Rogue Elephants.

DrJones
07-26-2007, 10:02 AM
Playing Lumberjack and sacrificing a land next turn is the same net loss that removing from the game Elvish Spirit Guide, sacrificing a lotus petal, or playing Dark Ritual. (IE. You shouldn't be concerned about it at all.)

Seriously, give it a try. It was the scariest guy in my RG Madness build.

DragoFireheart
07-26-2007, 10:08 AM
Playing Lumberjack and sacrificing a land next turn is the same net loss that removing from the game Elvish Spirit Guide, sacrificing a lotus petal, or playing Dark Ritual. (IE. You shouldn't be concerned about it at all.)

Seriously, give it a try. It was the scariest guy in my RG Madness build.

While the net loss is the same, you are losing a land, and that can be fatal to a deck and can really kill the tempo of an aggro deck. At least with Dark Ritual, Elvish Spirit Guide and Lotus Petal you are not giving up lands to accelerate your deck.