Tuesday, July 1, 2008

Experiments with "Sluishie" Part I


Okay, so after getting beat the other day by a decking deck "Sluishie" I decided to give it a whirl so I could learn a few things.  I decided to "try" and see what building and playing the deck taught me.

First of all, the draft didn't go so well.  I didn't "commit" until pick 5 of the first pack.  Once I did, I didn't find as much as I wanted.  However, I was able to get together some useful data, and actually won a match, so it wasn't that expensive a lesson.  I learned a lot.

The deck...

1 Flow of Ideas
1 Silkbind Faerie
1 Thistledown Liege
12 Island
2 Ghastly Discovery
1 Cursecatcher
1 Cerulean Wisps
1 Wanderbrine Rootcutters
5 Swamp
1 Parapet Watchers
2 Sinking Feeling
2 Drowner Initiate
1 River Kelpie
2 Memory Sluice
2 River's Grasp
1 Torpor Dust
1 Turn to Mist
1 Spell Syphon
2 Briarberry Cohort

Sideboard
1 Dream Salvage
1 Moonring Island
1 Chainbreaker
2 Gravelgill Axeshark
1 Apothecary Initiate
1 Devoted Druid
1 Seedcradle Witch
1 Swamp
1 Cinderhaze Wretch
1 Blight Sickle
1 Sinking Feeling
1 Steel of the Godhead
1 Advice from the Fae
1 Mistmeadow Skulk
1 Ashenmoor Cohort
1 Smolder Initiate
1 Cinderbones
1 Pale Wayfarer
1 Aphotic Wisps
1 Emberstrike Duo
1 Murderous Redcap
1 Last Breath

Okay, first off I learned I didn't even build it right from what I had.  But I was sorta reaching for straws.  First of all, I should have given redcap a chance, even though it was BB.  Second of all card draw is really important a advice from the Fae should have been included.  The sinking feelings were really terrible anyway.  I usually always added another creature during the sideboard as well.  

The first match I won in 2 games against a mono-white deck.  It was kinda fun, because the deck did what it was supposed to do pretty well actually, despite it being a kinda depleted version of what it could be.  I also got a feel for what was important and what wasn't, what worked and what didn't.  It also feels awesome to deck someone in draft, particularly with this thing, since its generally when they expect to be killing you next turn.

Card draw is critical.  Flow of Ideas can be a you win card.  If you survive to late game and cast it, you can often win on the next turn.

It's not crucial to have an intiate in play, and if you only have 2 you have to hold them back sometimes or at least play them when you can be assured of using the ability a few times, which means mid to late game.  Against mono white I could lead with it...and against an opponent with blue in their deck I'd lead with it...but not against say, red/black or red/green.  The thing to remember about this is....1 intiate + 1 other creature + 1 sluice = 10 cards off the top.  That's alot.  Just surviving to the late game takes about 15-20 cards off thier deck, not counting sluice or intitate.  That's not bad.  Just with 2 intiates and 2 sluice I was able to deck someone twice in a row.  My deck was horrible too.  With a good build this type of thing has potential.  Here are some of my thoughts, and I may try this again...because its interesting...

Most of the deck isn't that much different from standard monoblue, UW or UB.  If you are in these colours anyway from the get go...switching to a more sluishie configuration isn't that hard.  If you can nab like 4 intiates it would be sick.  If you can nab 3 sluice....that's just juicy.  You can fill the rest of the deck with reasonably good cards...

Aethertow...really good.  Wish I had some.

Consign to dream...quite good fairly easy to get.  Wish I had some.

Scuttlemutt....quite good.  Wish I had some.  This guy ramps mana (you're gonna be hungry for it), helps consign to dream, and does what scuttlemutt does...gets jiggy with colour all over the place.

Topor Dust...quite good and easy to get.  Wish I didn't just have 1.

Parapet Watchers...The house.  I wish I had more.

Untappers...really good with ghastly discovery and conspire.  Silky is pretty important.

Oona Gatekeeper....Awesome.  Didn't have any of these either.  The 1 cc is important because it works well with intiates and you get them out in a pinch with little mana to enable conspire on sluice.  

Now here's the thing.  You want lots of creatures.  Don't load up on tricks so much that you run out of defense.  The thing is you need for conspire and such too.  Sluice without two creatures in play is pointless.  Advice from the Fae is really nice for getting what you need, and if you can possibly have more creatures to boot, its awesome.  

I'll try to get a better list sometime, but give it a whirl if you see an opportunity at the pieces early on and you're in the right colours anyway.

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