Sligh Theory and the Mana Curve

I have noticed that there is a bit of confusion on Sligh theory, so I will try to clear it up here. Sligh theory is considered the creation of Paul Sligh. Paul Sligh created a Type II Red weenie deck that looked rather weak. However, in practice it beat some Necrodecks that looked much stronger on paper. Sligh's deck used "weak" cards like Goblin Balloon Brigades, Orcish Cannoneers, and Ironclaw Orcs. The theory behind his deck has often been simplified to "Use every turn as efficiently as possible." The theory behind the deck was actually a little bit more complex than that. While the Sligh decks didn't appear to have any obvious means of card advantage, they used the Cannoneers and their cousins (Artillery) to provide creature elimination, often removing two or more Pump-Knights before an exasperated Necro player Drained them. Since Contagion didn't kill them, the Cannoneers proved to be one of the Sligh deck's best weapons against Necro. The Cannoneers also were excellent weapons against Erhnams, as they merely needed to be combined with a Lightning Bolt or Incinerate, and we had a dead Erhnam.

The Mana Curve is what made Sligh decks famous. They were the model of consistency, pressing the attack from the first turn. However, some people have misinterpreted the Mana Curve to include all spells of the respective casting cost (I.E. Counting Giant Growth in the 1 mana slot). This is false. The Mana Curve only includes cards that you would reasonably expect to cast as soon as possible. That is why a Dwarven Miner or Fire Diamond can be counted in the 2 mana slot, while Blood Lust or Incinerate can not. Let me present a deck that I am playtesting that uses Sligh theory not as a tool by which one can create the deck, but rather as a tool that is used to analyze the deck:

4 Llanowar Elves
4 Mtenda Lions
4 Elvish Archers
4 River Boa's
4 Whirling Dervishes
4 Sut'Aqa Lancers
4 Yavimaya Ants
4 Giant Growths
4 Incinerates
2 Fireballs
4 Karplusan Forests
4 Cities of Brass
4 Quicksands
8 Forests
2 Mountains

This deck's mana curve looks like this (1-8, 2-12, 3-4, 4-4). It can reasonably assume it will be summoning a creature on turn 1, and nearly certain that it will be summoning a creature on turn 2. By turn 3 it can have 3 or 4 creatures attacking the opponent. However, this deck does not have any obvious means of achieving card advantage, with the possible exception of Fireball. That is actually quite misleading. If this deck goes an an all out blitz from turn 1 and does 12 damage with three creatures by the end of turn 4 (very possible), and then loses the creatures to an Earthquake, or Wrath of God, has card economy been lost? I don't think so. Three cards have been lost to one, but 12 points of damage have been dealt. We are at -2 in cards, but +12 in life. Using simple mathematics we can see that each card lost averaged six life. With Swords to Plowshares and Lightning Bolt gone, this is not an unrealistic situation, and in my opinion, card advantage has been gained. Each card averaged 2 Lightning Bolts. Furthermore Yavimaya Ants and Giant Growth have the capacity to provide card advantage all by themselves, if the situation presents itself. If the Ants come out, attack, and run over a Fallen Askari, cards have been traded at a 1-1 exchange, but we are up +3 in life. Please note that the lands and direct damage spells are off the curve since they are cast strategically, not immediately, as are the Giant Growths.

The above R/G Blitz deck (formerly known as Picnic before I was reminded that the term Picnic had been reserved for B/G decks with Carrion Ants and Killer Bee's. Doh!) uses life as a measuring stick of Card Efficiency. Card advantage has proven to be an incomplete tool in examining decks (or at least this deck), so card efficiency must replace it. Paul Sligh's original deck was much the same way. With the Cannoneers and Artillery, life was a precious resource. Barring Swords to Plowshares or Zuran Orb, you only got to use the Orcs six times, possibly less if your opponent had the nerve to damage you. Ball Lightnings, Dragon Whelps, and Dwarven Miners were consistently useful in proving excellent card efficiency (second to the Cannoneers and Artillery of course). The Ball Lightnings were particularly useful since they were often plowed, providing 1-1 card exchange, but a gain of six life. An unblocked Ball Lightning was usually enough to ruin a Necro players day, considering the swarm that was behind it. Dragon Whelps were largely effective when the opponent had spent all of his/her creature elimination spells on other creatures. The Whelps occasionally did 20 points of damage all by themselves in a span of four turns. Dwarven Miners provided conventional card advantage, although most players tried to kill them as a matter of survival. A Necro player might contagion them in order to protect a necessary Lake of the Dead. Although they are much less useful now, Gorilla Shamans were also supreme pests since they killed Zuran Orb's, Black Vises' and Ivory Tower's with ease, as well as Mishra's (now that it is a zero casting cost artifact...). However, after game one, the Sligh decks had to turn to their often overlooked sideboard. Anarchy was the most obvious and most necessary card, but Sligh often had a nice mix of land destruction, artifact elimination, and creature kill, sometimes with Cannoneers, Miners, or Shaman in the sideboard. Also, Wildfire Emissary's proved ruthless against White Weenies.

Some people think that Sligh is still alive and well in mono-Red form. I am not one of those people. In my opinion, traditional Sligh suffered a terrible loss when Anarchy was removed. No longer could Red kill a COP without artifact support. Disks are much less effective in Sligh than in Canadian (or traditional) Necro, since Sligh has no Hand Destruction to protect it. Since the color packing the COP's (and Greater Realm's of Preservation), White, also packs strong artifact elimination, mono-Red Sligh is somewhat vulnerable. However, there are two ways to get around this difficulty, one which I consider absolutely beautiful.

The first obvious method is to add another color to the main deck, usually Green since it provides a strong supply of creatures that only require 1 Green mana, and adds effective enchantment elimination in the sideboard. The Blitz deck doesn't really do that, since Green is clearly the main color in the deck. With Karplusan Forests, River Boa's, Elvish Archers, and Nettletooth Djinns are all now possible considerations for their mana slots, as are Mtenda Lions and Llanowar Elves, although both to a much lesser extent. The second method is much more complex, and sneaky. Both Thawing Glaciers and Fellwar Stones can be sneaked into a Sligh deck without too much suspicion. The Glaciers thin the deck, and provide the mana for a late game burn. The Fellwars add speed, and are faster than Fire Diamonds. If you are playing against White, add 2 Plains, and some Disenchants, and bingo, you have 8 sources of White mana (usually 2 Thawings, 2 Plains, and 4 Fellwars) at your disposal. The look on your opponent's face is often priceless when you use a Fellwar's and a Mountain to provide mana for a Disenchant to kill a COP Red.

As I wrote previously, I don't think Sligh is alive. I do think Sligh theory is alive and well as an analyzing and deckbuilding tool, but people shouldn't assume that the mana curve was the key to the Sligh deck's success. It was important, but Paul Sligh built a very complex deck based around card and turn efficiency, and built his deck accordingly. Sligh theory was applied to this deck:

4 Vaporous Djinns
4 Man-o-Wars
4 Waterspout Djinns
4 Azimaet Drakes
4 Hazerider Drakes
4 Impulses
4 Power Sinks
2 Disenchants
4 Afterlifes
4 Flood Plains
5 Plains
13 Islands
4 Quicksands

This deck, not built by Paul Sligh, uses the mana curve in a rather unusual fashion. The Flood Plains are actually considered part of the 1 mana slot since they take up the first turn. Impulse and Powersink were considered part of the 2 mana slot, since the Power Sinks were often used against other decks practicing Sligh theory (and hence tapping out on turns 2 and 3), while the Impulses were used to fish for cards at the end of the opponents turn after your second turn. The Azimaets and the Man-o-Wars are the main turn 3 slot fillers, although Power Sink will suffice. The Man-O-Wars are excellent at disrupting the opponent's plan. This deck actually has 12 creatures in the 4 mana slot, an assumed no-no for Sligh decks, but actually use these to pound down the opponent. The Hazeriders just ruin a mono-Red player's day, while the Waterspouts and the Vaporous are just plain big. This deck is obviously a MiVi (Mirage/Visions) deck, yet the lesson of turn efficiency was considered very carefully in this deck's design.

Sligh decks are now considered mono-Red or mostly Red weenie decks. However, Sligh theory can be applied to analyze any deck and should be used as a means of analyzing your decks. Sligh theory dictates that we make our turns as efficient as possible, such that we maximize the potential of our early turns, and provide a consistent attack throughout the game. Although they are not necessarily attributable to Sligh theory, card efficiency and card advantage should also be considered when building and analyzing any deck (with the possible exception of sealed where the main focus should be on Roads to Victory, mainly through creature advantage or a hard to block creature). The most important thing to learn from Sligh decks is turn efficiency in the early game. The lessons of card efficiency, card advantage, and roads to victory are much too complex for just one article (hint, hint). If you have any questions or comments (even ad hominum attacks), feel free to e-mail me at {sburn@cmcvax.mckenna.edu}. To paraphrase from Billy Madison: I hope we are not "all dumber for having read this." Later..

Seth Burn

{ sburn@cmcvax.mckenna.edu }