Sligh decks are aggro decks that aim to curve out perfectly, consistently laying down threats and taking full advantage of their mana every turn.
Deck Breakdown--
1cc (12)
Goblin Guide: Having a first turn creature that attacks for two is fantastic, and the value of Goblin Guide doesn't decrease as the game goes on. Though it's not the biggest hitter, it's one of the most reliable.
Monastery Swiftspear: Again, a turn one attack, if even for one damage, is exactly what this aggro deck is looking for. Monastery Swiftspear's strength lies in its flexibility. Though alone it attacks for one, prowess triggers allow it to change to fit the situation and to adapt to a more defensive role should need be.
Vexing Devil: Vexing Devil is, in fact, vexing. Most opponents will take four to the face on turn one, rather than risking allowing a 4/3 creature to stick. But resolve a Devil when the opponent can't afford to take the burn, and watch them scramble to get rid of it. No matter when it's played, Vexing Devil will swing the game significantly in your favor.
2cc (8)
Goblin Electromancer: While slightly slower and more difficult to cast than many other creatures in the deck, Goblin Electromancer's power lies in its ability to turn Lightning Strike into Lightning Bolt and to add two free mana to the X-cost of Banefire.
Mardu Scout: A 3/1 attacker that can be dashed out is functionally an extra Lightning Strike. Even though it will almost always be cast with the dash cost, it can be hard cast when needed.
Young Pyromancer: Again, a 2/1 without haste may not be the quickest of cards in the deck, but producing free creatures with every burn spell will quickly outmaneuver almost any opponent's defense.
3cc (4)
Guttersnipe: With Guttersnipe, a single Lightning Bolt cuts away a fourth of the opponent's life total. This means that, especially after resolving Goblin Electromancer, there's an incredibly large chance of drawing into massive damage. And, to top it off, Banefire does five damage with only two mana.
Shu Yun, the Silent Tempest: Shu Yun may seem like a 3/2, but most times he's an 8/3. Prowess and selective double strike make him one of the most flexible and dangerous cards in the deck.
4cc (2)
Ral Zarek: Should the game go longer than planned, Ral is really good at packing just the extra punch needed to win. His plus one gets rid of pesky blockers or taps down a land while untapping to cast another Vexing Devil or Lightning Bolt. His minus two is free burn, and, providing you ever need it use it and have enough luck, the ultimate will win you the game.
Xcc (2)
Banefire: Flexible burn is always useful, and though it's only sorcery speed, potentially large amounts of damage that can't be countered is always nice.
Burn (12)
Lightning Bolt: One drop, three damage; cast seven and you win.
Skullcrack: Strictly better than Lightning Strike, and strictly better than Lightning Bolt after Goblin Electromancer.
Lava Spike: While strictly worse than Lightning Bolt due to speed, this will rarely matter in actual gameplay.
Other (4)
Teetering Peaks and Smoldering Spires: While enters-the-battlefield-tapped lands seem counter-intuitive, they do serve as free boosts for that extra bit of damage. Treat them like 0cc sorceries unless mana is scarce.
Note--For a more budget version of this deck consider swapping Blistercoil Weird for Monastery Swiftspear, Rakdos Cackler for Goblin Guide, Archwing Dragon for Ral Zarek, Swiftwater Cliffs for Steam Vents, and Evolving Wilds for Scalding Tarn.