Subject: Sligh decks that
aren't red-Green Sligh by BMoor
For those of you that aren't familiar with
what a "Sligh" deck is, it's a one-color deck (nearly always red) full of mostly
creatures, calculated to a specific mana curve. No creature can cost over
three mana, and all must have power at least equal to converted mana cost.
The strategy is to constantly attack with your entire force, hoping that your
mana curve will allow you enough creatures for you to do lethal damage before
your opponent can set up anything significant. It is a very fast,
aggresive deck, befitting the red philosophy. But I've been thinking, why
should slighs be only red? So, here is my formula for a green sligh
deck.
One-drops:
Nimble Mongoose- A very underrated card. It's
untargetable, which is good, and if you don't win by the time you get to
threshold, it gets even better.
Thallid-An old one, but since Sligh decks
love lots of creatures, and Thallid can generate Saprolings(albeit slowly), this
should do nicely.
Basking Rootwalla-the key is fast damage, and Rootwalla can
handle it. It can pump itselt, and come out for free if your opponent is
using Megrims.
Llanowar Elves-A mana smoother or an attacker, but never both
in one turn, sadly. You'll probably want to attack with it, unless you
think you'll need the mana.
Two-Drops
Rushwood Dryad-Forestwalk is a
nice addition here.
Wild Mongrel-Everyone loves this card for a reason.
It can pump itself as high as need be, and with synergy with the Rootwalla and
Mongoose I mentioned earlier.
Grizzly Bears-This thing really just warms the
bench. But it does have 2 toughness, which can't be said for the
Dryad.
Seton's Scout-Another threshold creature. And it can block
fliers, but you shouldn't be holding back to block
anyway.
Three-drops
Krosan Avenger-It tramples, and it regenerates at
threshold, which is good since it has a mere 1-toughness.
Trained
Armodon-Again, it just warms the bench, but these types tend to have higher
toughness, which can keep it alive and swinging longer.
Anurid Scavenger-It
has protection from black, recursion capabilities, and good toughness! Of
course, once your graveyard is empty, you lose it. (see Wild Mongrel)
You
should have 21-24 lands, and a mana curve of about 10 1-drops, 8 2-drops, and 6
3-drops. That leaves 12-15 slots for instants, sorceries, or anything
else. Here's an example...
Creatures:
4 Nimble Mongoose, 2
Thallid, 4 Basking Rootwalla
3 Wild Mongrel, 2 Rushwood Dryad, 3 Seton's
Scout
2 Krosan Avenger, 2 Trained Armodon, 2 Anurid Scavenger
Lands:
1
Gaea's Cradle, 4 Krosan Verge, 19 Forest
Other Spells:
3 Rites of Spring,
4 Naturalize, 2 Dwell on the Past, 2 An-Havva Inn
That ought to do it.
Hopefully, I'll post four more articles, each covering a sligh of a different
color (including artifacts)
Good Luck, BMoor EMail:
bemore4096@yahoo.com