What is Sligh?
How does Sligh play?
The concept is rather simple. Play a creature, burn away blockers, attack, when opponent is low enough burn them. Control the board with burn and amass your cheap efficent creatures attacking for the win.
Why should I play Sligh?
In a meta full of control decks, it's good to have the bane of control decks at your side, sleeved up and ready for action. If you like having a versatile aggro oriented deck then Sligh is definitely something to look into. But Sligh isn't for everyone. If you want to to use your play set of Thundermaw Hellkites look else where. Ideally, you're piloting this deck because you plan to have won or be an Searing Spear away from winning by the time you or anyone else could even play a Hellkite.
Why does it work?
This works due to the design, following the curve and the rules on your choices. Knowing when to stretch the rules and make acceptions can mean the difference between a good sligh deck and a great sligh deck.
1) you arent making a deck around a card. you are putting a card that will work in a spot in the deck. The deck is important, the card isnt.
2) a creature with defender cant attack, skred cant win you the game, cantrips for cantrip sake wont help you reach your goal.
3) sweepers take out 2-3 creatures when they are used this is card advantage, a few of these can be good to use,
4) every card needs to be good if it's the only card you draw (topdeck) and the only non land in play. synergy is nice, as long as the cards are playable on their own.
Three drops: 3-6
X burn/removal: 0-4
land destruction: 0-4
Low cc/staple burn spells: 8-16
Splash(man) land: 0-9
Mana sources: 11-20
A drop means the casting cost and turn you would most prefer to play the creature.
1 mana creatures need to be a 1/1 with an ability to do extra damage or create card advantage or larger then 1/x. If not dealt with these creatures need to be able to eventually kill your opponent all by themselves.
2 mana creatures need to be 2/x or better or have a significant reason you are using them (such as the ability to get big)
3 mana creatures need to be ending the game quickly if not dealt with
4 mana creatures need to end the game within the next turn.
Burn: always needs to be able to hit a creature, this is important. damage > CC is nice, but sometimes it's also useful to have other abilities. they need to not be combo dependant or rely on more cards in hand and need not give your opponent options.
Splash(man) lands: basicly this encompases the use of dual color lands to splash another color (not usually suggested for Sligh but some say todays environment calls for it), or turns into a creature and hits your opponent.
Sligh Cards (will update eventually):
Goblin Arsonist : Neo-Fanatic. If only he had the ability to pay to destroy him..
Forge Devil : pretty deck VS weenies. CA is always good, and he's pretty close to a Mogg Fanatic.
Stromkirk Noble : Best 1 drop in the format right now for us. A nice 1/1 with a nice ability to get bigger, as long as he crosses the redzone.
Reckless Waif : I originally was going to skip the werewolves, but since most 1 drops for us are 1/1, he Waif gets in. The 3/2 body is a nice one to attack with early game.
Rakdos Cackler : ALWAYS Unleash unless you NEED a chump blocker. 2/2s for 1 are good.
Vexing Devil : NEVER run more than 2. If you're playing 3+, you're not playing Sligh, you're playing Burn because that's really what he is, a 4 damage for 1 mana sorcery. He's only ever a 4/3 if your opponent has an answer already for him, if he's not relavent any more, or if they can't afford to take another 4 at that exact moment.
Stonewright : standard 1/1 for 1, and when bonded with another you have 2 firebreathers.
Somberwald Vigilante : standard 1 drop, with an ability that means it always wins VS x/1 creatures.
Torch Fiend : 2/1 for 2 and fights artifacts. Maindeck able since 2 drops are looking a little sparce
Ashmouth Hound : a fun toy creature who I think has a niche
Rakdos Shred-Freak : 2/1 haste is solid, and his double hybird cost makes him easy to play turn 2 if you're splashing Black
Ash Zealot : Probably the best 2-drop mono-Red has
Gore-House Chainwalker : solid 2-drop
Lightning Mauler : not a bad 2-drop. 2/1 for 2, and he'll either haste himself by bonding with an earlier creature, or haste your next one.
Kruin Outlaw : another card I was going to pass over, but I think a 2/2 first strike is ok on her own, and a 3/3 double striker evasive beater is a nice bonus every once in a while.
Guttersnipe : my favorate 3-drop. Adds reach on top your reach, or tacks it onto your removal.
Splatter Thug : 2/2 first strike for 3, unleashed and you have a 3/3 fist strike that can't block. We really shouldn't be blocking at all with our 3-drops so it's pretty safe to assume you'll rarely not unleash it.
Hanweir Lancer : 2/2 for 3, that when bonded grants first strike.
Hellrider : probably the best 4 drop out there. 3/3 body with an ability to garentee damage gets through, and did I mention Haste?
Bloodfray Giant : 4/3 trample for 4 or a 5/4 trampler who can't block. He'll end things in a hurry if he can get through.
Hound of Griselbrand : a 2/2 double striker isn't much, but he comes back as a 3/3. Not a bad finisher.
Archwing Dragon : 4/4 flying, haste for 4. He's immune to sorcery speed removal, but it comes at having to cast him every turn. Not reccomended.
Pillar of Flame : Sorcery Shock that Exiles. I MD'd Magma Spray because of Kitchen Finks, and this thing can dome. With Undeying and Grave Crawler, you need some cheap exile removal.
Electrickery : 1 damage for 1 mana or a one sided wipe out for all X/1 creatures on their side for 2. Not a bad option for token heavy metas, unless they happen to be Angels.
Searing Spear : Neurtered Incinerate, staple 4-of.
Thunderbolt : Not a bad pice of removal.
Mizzium Mortars : this is our kill spell, and if you overload it, the game has gone on far to long
Brimstone Volley : the defacto 3 damage for 3 mana burn spell right now. It's morbid bumps the damage to 5 so you can attack into certain creature death (and maybe get some damage through) and then fire off a nice 5 shot to their face (and hopefuly win).
Annihilating Fire : 3 damage and Exiles. Not needed, but I happen to like a lot of burn at my finger tips, and I hate seeing things recur.
Devil's Play : basic X-Burn with flashback. Nuff said really.
Bonfire of the Damned : it's $50 a peice for a reason, the miracle is nutz.
Thunderous Wrath : similar, but not as useful as Fireblast. Run no more than 3, I'd reccomend 2 if you want to run it. Basically mulligan any opening hand you get with it in it unless the rest of the hand is crazy nutz and pray you don't draw it until turn 4/5. In a pinch it'll wipe out any potential blocker, but mostly you should have your spot removal to take care of creatures so this can dome about 85% of the time.
Hellion Crucible : neo-Manland, charge it up and after a board wipe you have a permanent token in place of a land. Normally this might be a drawback, but it's a hasty 4/4 so it's good for at least 1 swing.
Ghost Quarter : Solid land destruction for non-basics. Their kind of useless VS mono though, so don't waste them on basics.
Dragonskull Summit : solid R/B land
Rootbound Crag : solid R/G Land
Clifftop Retreat : solid R/W Land
Sulfur Falls : solid R/U Land
Evolving Wilds : With the non-basics at our finger tips, this shouldn't be needed
Blood Crypt : Shockland, the best kind of color fixing we'll see for a long while.
Steam Vent : see above.
Rakdos Guildgate : budget mana fixing, not bad for a little extra if you run it as a 2 of.
Izzet Guildgate : see above.
Cavern of Souls : if you have a tribal theme, this will give you an uncounterable guy every turn you have one in hand, and helps to color fix for creatures. Not bad to have 1 or 2 in the board in case you run into a control player who forgot this card exsists. Get's harder the more diverse your creature types get.
Ancient Grudge : Shatter + flashback. This is enough of a reason to splash Green.
Traitorous Blood : threaten with trample
Traitorous Instinct : threaten with +2/+0
Mark of Mutiny : threat with a +1/+1 counter. This could come back to bite you later.
Smelt : instant speed, 1 cmc artifact hate
Vandalblast : 1 cmc, sorcery speed artifact hate that for 5 blows up all THEIR artifacts.
Tormod's Crypt : colorless 'yard hate
Rolling Temblor : This is our current sweeper. Not ideal, so running high on spot removal is advised.
Wrack with Madness : as long as a creature's power is at least equal to it's toughness, you'll always be able to burn it out.
Pithing Needle : turns Planeswlkers off, as well as other pesky activated abilities
Grafdigger's Cage : turns off flashback, Gravecrawler and reanimator plans