I and others have suggested Tasigur represent the vice of Sloth, though doubtless he has other vices as well. Beyond his leisurely posture, another reason I suggest Tasigur is because he incorporates the primary color associated with sloth, green. In Magic, green has a hard time defeating the opponent by just sitting there; it has to attack to win. But when paired with its enemy colors blue and black, green can access some surprisingly effective yet still slothy stratgies for defeating its opponents.
The Sloth's deck primary strategy is to simply wait your opponents out. How? By waiting for them to draw their last cards, of course. But even in a Sloth deck, simply waiting around isn't going to win you the game; you need to make sure your opponents draw out before you do, and that you live long enough for it to happen. That might sound like a lot of work, but with a deck full of high-toughness defenders, tapdown control, and milling outlets, you can achieve victory with far less effort than you might think.
Realms Uncharted and Fact or Fiction leave most of the choice-making to your opponents; ideally, you're getting something you want either way.
Forced Fruition "rewards" your opponents for their hard work by giving them more cards than they could ever possibly have a use for.
Milling
Milling your opponents' decks definitely helps draw them out, especially when the milling is passive as is the case with Sphinx's Tutelage. Since the deck features a lot of high-toughness creatures, Phenax, God of Deception turns those inert defenders into fierce milling engines. Leisurely fierce milling engines.
Tapdown
Keeping your opponents from doing stuff definitely helps when you're trying to beat them while doing as little as possible. Stasis, Orb of Dreams, Static Orb, and Winter Orb all slow your opponents to a crawl. Granted, they slow you to a crawl too, but isn't Sloth all about taking life at a leisurely pace?
Defenders
You'll want creatures to protect you from more aggressive opponents, and low-cost, high-toughness defenders are prime at that job. They aren't all just big butts to block with, though; some also help with mana - like Axebane Guardian, Gatecreeper Vine, Overgrown Battlement, and Sylvan Primordial - while others help further slow your opponents aggro down like Wall of Frost and Wall of Tears.
Doorkeeper helps mill. Archers' Parapet whittles your opponents' health down little by little. Wall of Blossoms and Jungle Barrier replace themselves when they enter the battlefield. Fog Bank and Guard Gomazoa are possibly two of your best blockers as they can block fliers and prevent all combat damage that would be dealt to them.
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
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I and others have suggested Tasigur represent the vice of Sloth, though doubtless he has other vices as well. Beyond his leisurely posture, another reason I suggest Tasigur is because he incorporates the primary color associated with sloth, green. In Magic, green has a hard time defeating the opponent by just sitting there; it has to attack to win. But when paired with its enemy colors blue and black, green can access some surprisingly effective yet still slothy stratgies for defeating its opponents.
The Sloth's deck primary strategy is to simply wait your opponents out. How? By waiting for them to draw their last cards, of course. But even in a Sloth deck, simply waiting around isn't going to win you the game; you need to make sure your opponents draw out before you do, and that you live long enough for it to happen. That might sound like a lot of work, but with a deck full of high-toughness defenders, tapdown control, and milling outlets, you can achieve victory with far less effort than you might think.
Card Draw
While Sloth may not encourage speed, accelerated card draw gives you more material to not-work with each turn and brings your opponents closer to their last cards. Dictate of Kruphix, Howling Mine, Temple Bell, Font of Mythos, and Mikokoro, Center of the Sea all provide more cards for everybody.
Realms Uncharted and Fact or Fiction leave most of the choice-making to your opponents; ideally, you're getting something you want either way.
Forced Fruition "rewards" your opponents for their hard work by giving them more cards than they could ever possibly have a use for.
Milling
Milling your opponents' decks definitely helps draw them out, especially when the milling is passive as is the case with Sphinx's Tutelage. Since the deck features a lot of high-toughness creatures, Phenax, God of Deception turns those inert defenders into fierce milling engines. Leisurely fierce milling engines.
Tapdown
Keeping your opponents from doing stuff definitely helps when you're trying to beat them while doing as little as possible. Stasis, Orb of Dreams, Static Orb, and Winter Orb all slow your opponents to a crawl. Granted, they slow you to a crawl too, but isn't Sloth all about taking life at a leisurely pace?
Defenders
You'll want creatures to protect you from more aggressive opponents, and low-cost, high-toughness defenders are prime at that job. They aren't all just big butts to block with, though; some also help with mana - like Axebane Guardian, Gatecreeper Vine, Overgrown Battlement, and Sylvan Primordial - while others help further slow your opponents aggro down like Wall of Frost and Wall of Tears.
Doorkeeper helps mill. Archers' Parapet whittles your opponents' health down little by little. Wall of Blossoms and Jungle Barrier replace themselves when they enter the battlefield. Fog Bank and Guard Gomazoa are possibly two of your best blockers as they can block fliers and prevent all combat damage that would be dealt to them.
6 Tasigur, the Golden Fang
Creatures
1 Jaddi Offshoot
1 Dakra Mystic
1 Hedron Crab
2 Doorkeeper
2 Fog Bank
2 Wall of Souls
2 Archers' Parapet
2 Gatecreeper Vine
2 Overgrown Battlement
2 Sylvan Caryatid
2 Wall of Blossoms
2 Wall of Tears
3 Axebane Guardian
3 Guard Gomazoa
3 Thassa, God of the Sea
3 Carven Caryatid
3 Wall of Frost
4 Fate Unraveler
4 Jungle Barrier
5 Kheru Dreadmaw
5 Sprouting Phytohydra
5 Phenax, God of Deception
0 Spidersilk Net
1 Altar of the Brood
1 Elixir of Immortality
1 Sol Ring
2 Howling Mine
2 Mesmeric Orb
2 Thorn of Amethyst
2 Winter Orb
3 Chromatic Lantern
3 Orb of Dreams
3 Static Orb
3 Sultai Banner
3 Temple Bell
4 Darksteel Reactor
4 Font of Mythos
4 Icy Manipulator
Enchantments
1 Bloodchief Ascension
2 Stasis
3 Tainted Remedy
3 Sphinx's Tutelage
3 Dictate of Kruphix
4 Dissipation Field
5 Palace Siege
6 Forced Fruition
3 Realms Uncharted
4 Fact or Fiction
Planeswalkers
5 Tamiyo, the Moon Sage
Sorceries
3 Fabricate
3 Windfall
Land
1 Breeding Pool
1 Command Tower
1 Dimir Guildgate
1 Dismal Backwater
1 Golgari Guildgate
1 Jungle Hollow
1 Mikokoro, Center of the Sea
1 Overgrown Tomb
1 Reliquary Tower
1 Simic Guildgate
1 Thornwood Falls
1 Watery Grave
5 Swamp
5 Forest
5 Island
Decklist is WIP. Input and suggestions welcome.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.