Sligh is a fundamentally different deck concept than Vial Goblins. I'd be asking what advantages that this deck has over Cat Sligh before asking what advantages this has over Vial Goblins. Or what advantages this has over Fast Zoo, for that matter.
For starters, I can say that this deck has a much stronger manabase than both Cat Sligh and Zoo. Beyond that, I'm not sure.
Hanni is right, Cat Sligh and Fast Zoo both seem to outclass this deck, although it's hard to say. This deck has much more synergy between all its creatures, it runs more of them, and has suprise factor in the form of Goblin Grenade. Swarming Zoo or Bant doesn't seem like it would be hard to do, especially if they walk into Price of Progress, or allow you to remove their creatures with Burn.
Vial is card disadvantage, and without clunky Matrons and Ringleaders it would be far too slow to be useful. Doesn't work in Sligh, basically.
And as Hanni said, being immune to Stifle and Wasteland is always a plus.
Last edited by troopatroop; 04-19-2011 at 09:38 PM.
Double Post, for content and irony! I was just citing immunity to wasteland and stifle, but I've been exploring the white splash.
4 Goblin Lackey
4 Goblin Guide
3 Goblin Wardriver
4 Goblin Piledriver
4 Mogg War Marshal
4 Goblin Chieftain
4 Lightning Bolt
4 Goblin Grenade
3 Chain Lightning
3 Fireblast
3 Path to Exile
2 Plateau
2 Scalding Tarn
2 Arid Mesa
2 Wooded Foothills
2 Bloodstained Mire
10 Mountain
Theoretical SB
2 Price of Progress
2 Searing Blaze
2 Pyroblast
2 Red Elemental Blast
2 Runeflare Trap
2 Enlightened Tutor
1 Ethersworn Canonist
1 Absolute Law
1 Tormod's Crypt
Armageddon
Pyrokinesis
Sulfuric Vortex
Path to exile is good against Tarmogoyf/ Knight of the Reliquary decks, which seem to make up alot of Legacy. Goblin Grenade can often kill those creatures as well, but you'd rather be throwing that goblin at their life total. Burning them out is plan A, so STP is basically out of the question.
I went -1 Wardriver, -1 Chain Lightning, -1 Fireblast for the 3 Paths. Obviously they're not good against some decks, but you can always board them out. Speaking of sideboards, White provides alot actually. I was considering Armageddon, because it's totally GG against Control and High Tide, which is really cool. Enlightened Tutor is the single best card in Legacy at creating value out of quality SB cards. Absolute Law is some good against Pyroclasm and Firespout, obviously doesn't come in against most decks, but blanking Firespout is worth it imo. Cannonist and Crypt for Storm and Graveyard strategies. Runeflare trap is insane against Brainstorm/Standstill/Tide decks, Storm often walks right into it as well.
I'm considering the merits of the other splash colors, but white seems to have me atm. Maybe I'll play Path's in the board. Does Green have more to offer than White? I can't think of anything past Tin-Street Hooligan and Krosan Grip, but that doesn't really sell me. Any cases?
Last edited by troopatroop; 04-17-2011 at 03:12 PM.
It occurs to me that "Sligh" kind of exists in the wacky purgatory between vial aggro and burn. Your creatures need to be slightly more durable than Burn's, and slightly cheaper than Vial aggro's, since your plan is to ride the first 2-3 dudes you drop to victory on a wave of removal and supplemental burn. Basically, I'd say anything you play that has an actual cost of 2 mana or more you're going to need a LOT of rationalizing to retain in the list.
A quick gander at the last few 5ks gives you a pretty good idea of what you can expect: combo, some aggro (zoo, some merfolk), and landstill variants. This bodes well for a slight build if it stays this way, since you have a better game against combo decks that rely on their life total than Zoo, you've got a more solid mana base than Zoo (beating up on Landstill becomes easier), and your sideboard options against anything slow-ish and blue are phenomenal. But, if people catch on and start playing CounterTop again, you may have a harder time of it. Fighting through a Counterbalance @ 1 is tricky, and can usually stall you long enough for them to have enough mana to develop their game plan while keeping you off 1 and 2cc spells.
But I think my main point was play some 1cc creatures, play 2cc creatures that either immediately impact the game OR are synergistic to put you over the top on turn 3, and don't play creatures after that, as that's when other decks start reliably answering your threats. At that point, you need to have either won already or pushed them over the "can be burnt out" threshold. Really, you're playing Goblin Grenade, so this is kind of an all-or-nothing deck anyway, might as well run crap like Price of Progress or more targeted burn to maximize your chances of a blowout in the early turns.
The best one drops this deck has are definitely Lackey and Guide. You're making me consider Tattermunge Maniac again for being 1cc. Maybe a couple? Goblin Wardriver has been underperforming in some of my draws, and it makes me wonder if he's too slow. Counterbalance on the decline is something this deck needs to see, and the meta does seem to be shifting that way. Price of Progress main is probably a safe call.
So, Mental Misstep was just spoiled, and it's an amazing card for aggro decks.
4 Goblin Lackey
3 Tattermunge Maniac
4 Goblin Guide
4 Goblin Piledriver
4 Goblin Wardriver
4 Goblin Chieftain
4 Lightning Bolt
3 Chain Lightning
4 Goblin Grenade
2 Fireblast
4 Mental Misstep
3 Taiga
2 Wooded Foothills
2 Arid Mesa
2 Scalding Tarn
11 Mountain
sb
2 Choke
3 Price of Progress
2 Krosan Grip
3 Searing Blaze
4 Tin Street Hooligan
1 Ancient Grudge
Mountain -> Lackey -> Go just got scarier. Free countermagic in Goblin Sligh is fairly ridiculous. Protecting Lackey from StP and Bolt for 0cc is 0_0
I cut Mogg War Marshal from my deck for Tattermunge Maniac, because 2cc isn't fast enough. You need a Wardiver, Piledriver, or Chieftain to get any sort of value out of Marshal, which is always going to be slow, and Tattermunge does well with those cards himself. Dropping this guy made my deck much faster, and I am killing turn 3 more often.
Green is for Choke, Grip, and Hooligan. Counterbalance and Chalice are this deck's worst fears, and it should pay to board for those strategies.
Last edited by troopatroop; 04-22-2011 at 01:18 AM.
Two things I came here to say:
1) The main reason to run this over the other Sligh options is Goblin Grenade. The Lords aren't a bad reason, either.
2) Have you guys tried Ember Hauler yet?
"If you're playing Storm in Legacy, you need to believe that what your deck does is better than what their deck does."
Goblin Bushwhacker is amazing here. Please try him out.
Super Bizarros Team. Beating everything with small green dudes and big waves.
Hm, could u play mogg maniac+fire convenant in here? (yes joke)
Have you considered returning to mono-color and using contested warzone? It doesn't seem like you're going to be pinged by creatures particularly often, and the power boost is huge.
If you're running 4 Goblin Chieftain and 4 Goblin Wardriver without 4 Mogg War Marshal, you are doing something very wrong
I will make use of every tool that fate presents.
Is Contested War Zone worth testing in this deck?
If it walks like a duck and talks like a duck, it's probably delicious.
Team ADHD-To resist is to piss in the wind. Anyone who does will end up smelling.
I kind of like the idea of playing an all in red deck with the goal of winning ASAP. It really fits my play style perfectly and since I am a sucker collecting all the red legacy playables I have most the cards. I am thinking of going with something like this:
Creatures -20
4 Tattermunge Maniac
4 Goblin Guide
4 Goblin Cohort
4 Goblin Bushwacker
4 Goblin Piledriver
Stuff- 21
4 Chrome mox
4 Lightning Bolt
4 Goblin Grenade
4 Mental Misstep
3 Fireblast
2 Final Fortune
Lands- 19
4 Taiga
2 Wooded Foothills
2 Arid Mesa
2 Scalding Tarn
3 Barbarian ring
6 Mountain
sb
4 Red elemental blast
4 Krosan Grip
4 Tormod's crypt
3x Mindbreak trap
Going to proxy it up and take it for a spin :)
Contested War Zone is interesting! I hadn't seen the card before, it could be good. Wardriver doesn't like it, however.
Mogg War Marshal is bad! I'm telling you from experience, you do not want to be casting this card in Legacy anymore. You do not need to run it alongside Chieftain and Wardriver, because it's only good with them and it's terribad on its own. Goblins can play it because of Goblin Warchief, but this deck doesn't want that card, so you'll always be paying 2 mana for it. Turn 2 War-Marshal? Trust me, it's not good.
Goblin Bushwacker is also MEH. Turn 3 he's only good with Maniac/Cohort and a Wardriver in play. That's not enough applications early in the game, where this deck wants to be winning. Goblin Cohort also seems risky. Guide already has haste, and Lackey gives you 12 1 drops
Chrome Mox was bad for me. The card disadvantage is just not good for this deck. Mountains are fine.
Signal Pest? A faster Wardriver, with the added bonus of being sacrifice-able to Kuldotha Rebirth and Shrapnel Blast, should you choose to play it.
Meh. It does 0 damage on it's own, and you're investing a card in that? I wouldn't play it.
Playing artifacts does open up kuldotha rebirth and maybe shraphnel blast?. But I guess we'd need to start adding things like Jitte, artifact lands and the like then... Probably not worth it.
Tuktuk is too slow I guess although he is awesome grenade fodder...
How about 2 goblin lookouts?
Built this deck based off of reading this thread. Definitely very rough. Haven't built it yet. Not sure about some card selections, i.e. Memnite and Immolating Souleater. I like Memnite because he helps ramp up metalcraft easily for Mox Opal and Galvanic Blast and provides one power. I also feel that if I get a Immolating Souleater out early I can deal some good damage with him and clear away blockers with my burn if needed. Was mostly looking for creatures that can be put out early, swarm with Goblin Bushwhacker and can be sac'd by both Reckless Abandon and Shrapnel Blast (so artifact creatures). Was basically trying to fit the most damage efficient spells in here that I could. Still need a SB too. Definitely packing 2 more Price of Progress. It is Legacy after all, LOL. Also thought about Smash to Smithereens. Null will be an issue for me; Shutting off 7 cards in my mana base. As I test I'll see if I can cut the Great Furnaces down to 3.
4 Perilous Myr
4 Immolating Souleater
4 Memnite
4 Goblin Bushwacker
4 Chain Lightning
4 Reckless Abandon
4 Lightning Bolt
4 Shrapnel Blast
4 Galvanic Blast
2 Price of Progress
2 Fireblast
13 Mountain
4 Great Furnace
3 Mox Opal
SB:
2 Price of Progress
? Smash to Smithereens
EDIT: 6/6/11 May try Porcelain Legionaire instead of Immolating Souleater.
Last edited by Prkchpsndwiches; 06-06-2011 at 01:07 PM.
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