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 Demigods look else where. Ideally, you're piloting this deck because you plan to have won or be an Incinerate away from winning by the time you or anyone else could even play a Demigod.
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)Pyroclasm takes out 2-3 creatures when it is used= 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):
Memnite : very basic, 1/1. But it costs you nothing, and if you're looking for metalcraft, these guys can do it.
Goblin Arsonist : Neo-Fanatic. If only he had the ability to pay to destroy him..
Spikeshot Elder : I love this guy. A goblin that can ping without needing to tap. A nice late game mana sink.
Grim Lavamancer : Our good old friend is back. We have out late game back up / reach. Staple 3-of.
Goblin Fireslinger : not a bad player pinger. Has a releavent creature type for some nice tribal beatings.
Furnace Scamp : kind of a walking burn spell really
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.
Torch Fiend : 2/1 for 2 and fights artifacts (SoWaP). Maindeck able since 2 drops are looking a little sparce
Tunnel Ignus : tech VS Fetch lands, probably best for the SB.
Goblin Wardriver : at worst, this guy is a bear but he has a relevant creature type for Red Aggro (Goblin) and Battle Cry makes the rest of the team really start to add up extra damage. Good support beater, and if going for tribal synergy the +1 power bonuses really start to add up over all.
Crimson Mage : I love this mage. a basic 2/1 for 2, and can hastify anything just by adding 1 to their mana cost. Nice for adding a bit of speed to your game plan.
Stormblood Berserker : a weak 1/1 for 2 that becomes an impressive 3/3 if you draw blood before hand. I really want to try a bloodthirst Sligh build, but focusing on it could be a bad idea.
Ashmouth Hound : a fun toy creature who I think has a niche
Goblin Chieftain : solid creature for goblin builds, boost team + haste is always good
Vulshok Replica : a 3/1 for 3 that turns into an Incinerate before he dies, he only can dome the face though, not that thats a bad thing.
Chandra's Phoenix : THEE 3-drop for Red Aggro. Haste, evasion, recursion. It's no Boggart Ram-Gang, but it works.
Blood Ogre : a fair 2/2 firststriker for 3 that's a 3/3 if you draw blood. Not a bad deal.
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.
Molten-Tail Masticore : a 4/4 for 4 that eats a card every turn, but turns "dead" creatures into 4 points of colorless damage for 4 mana, and he regens for 2 mana. Nice finisher.
Hero of Oxid Ridge : 4 haste power for 4. This butts a little low, but he turns off chump blockers and Battle Cry helps to punish the other player for not having enough blockers. Good finisher.
Hellrider : probably the best 4 drop out there. 3/3 body with an ability to garentee damage gets through, and did I mention Haste?
Shock : "standard" for 1 cmc burn.
Galvanic Blast : Shock, only if you hit metalcraft, you have an instant Flame Slash that can dome the opponent.
Gut Shot : MIGHT be good if you're hard up to make Bloodthirst on turn 2 and lost you're ability to hit with a turn 1 creature. Other than that, it's a fairly limited card and probably not worth the space in the deck unless you're in an area where there are a lot of x/1 creatures about.
Goblin Grenadge : If you need another reason to run a Goblin deck, this is it. 1 mana (and a goblin, Arsonist anyone?) for 5 damage to a creature or a player. Wonderful finisher.
Arc Trail : I'm not really sold here, but it can get some decent 2-for-1s. Too bad it's a sorcery, which kind of holds it back.
Burn the Impure : solid creature only burn, and it punishes Infect.
Incinerate : the soon to be standard for 3 damage.
Volt Charge : 3 damage for 3 mana. And it'll randomly help charge up a Planeswalker.
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).
Chandra's Outrage : This I like. 4 mana to hit a creature for 4 and you get a free 2 damage in to their dome. It's like getting both your Staggershocks at once plus a Shock.
Koth of the Hammer : finally, a Sligh curved Planeswalker for mono-Red. He does it all, mana ramps, gives you an endgame, or just turns a mountain into a 4/4 for a turn every turn. I just treat him like a 4/4 haste for 4 most of the time, a 4/4 that doesn't necessarily "die".
Fireball : your basic X-Spell
Red Sun's Zenith : Improved Fireball, can't hit multiple targets but it can recure itself, and it exiles it's dead target.
Devil's Play : basic X-Burn with flashback. Nuff said really.
Corrosive Gale : Need to get those flyers, but leave your grounders alive? This is it.
Mountains, and the occasional Swamp or Forest or Plains should be all you need, but there are some other useful lands.
Ghost Quarter : Solid land destruction for non-basics. Their kind of useless VS mono though, and 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
Blackcleave Cliffs : great turn 1/2 R/B land
Copperline Gorge : great turn 1/2 R/G land
Evolving Wilds : clunky way to get your splash color, avoid this unless you want to do more than a splash for Flashback costs in W or U.
Combust : Our answer to blue/white fatties.
Ratchet Bomb : a possible why to blow up enchantments, but we run a lot of 1 and 2 cmc creatures, meaning this blown up wrecks us hard core.
Shatter : this could be tech in the days to come. And our easiest answer to some jerk dropping a Platinum Emperion.
Nihil Spellbomb : Good graveyard hate. It's no Relic, but it'll do.
Crush : Some times you need to blow up artifacts quick, and while this can't hit creatures, it is good for stealing the wind out of WWQuest's game plan after they combo off.
Slagstorm : new sweeper that can dome. And it has the magic number (3).
Whipflare : closest thing right now to Pyroclasm
Manabarbs : nice tech for Control, or mana greedy decks.
Ancient Grudge : Shatter + flashback. This is enough of a reason to splash Green.
Traitorous Blood : the new threaten effect in town
Act of Aggression : last set's threaten. Instant speed and you can pay some blood to drop it down for our curve. Some times instant speed is just plain better (like for defense rather than offense)
Act of Treason : Threaten
Match Ups to come if I can get around to testing them.
Fun trick for easy collor splash, Run a singleton of your splash color plus a set of nonbasics, and use Ghost Quarter to pop off your own land to fetch your singleton.