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