Problem is, one of hte most powerful and aggressive slivers is really bad in a sliver-based deck. (the juzam one). Might be though, just gotta see how the set fleshes out.
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Thant maybe true, but i see Some really good Cards that could make for an intresting deck.
Some cards that might be useful
White:
Sidewinder; Gives Flanking Plus he's a 1 drop
Watcher; Toughness boost, always nice
Pulmonic; HOUSE! Gives flying and makes shure those sliver dont stay dead long.
Essence(as Purple):Life gain = to Damage delt
Red:
Bonesplitter; Powerup!
Fury; Gives Doublestrike, But may cost too much
two-Headed; Gives Mutli-Only Blockablity
Sedge; Great in a Deck with Black
Black:
Vamperic; Gives Bloodsucking, ok P/T
Plauge; Graet, But Will Hinder the Deck
Basal; Gives Sac for BB, Not bad
Blue:
Screeching; 1-drop, gives Tap:mill for 1
Teleknietic; Gives Tap to Tap
Green
Fungus; Give's Fungsaur's +1/+1 counter Ablity
Gemhide; Turn's Every Sliver in to a Birds!
Spinneret; Good cost to P/T, Ablity So-so
Multi:
Dementia(UB); Gives Cabal Therapy
Ghostflame(RB); Make's all Colorless, Good P/T= Cost
Harmonic(WG); Gives Aura Shards
Opaline(WB): Gives when this is targeted by the oppenet, Draw a card
Spined(as Purple, RG): Gives Rampage 1
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There are some incredible slivers in this set. Sedge, Telekenetic, White Rare one stand out as gamebreakers. The mill one gives the deck and alternate win condition in stalemates.
Problem is, one of hte most powerful and aggressive slivers is really bad in a sliver-based deck. (the juzam one). Might be though, just gotta see how the set fleshes out.
The real problem with aggro slivers is the curve and power output. You'll need a power incresing sliver and an evasion sliver because most lone slivers are below the aggro curve.
Red gives you them naturally with Bonesplitter Sliver and Two-Headed Sliver but it's 2cmc for the evasion and 4 for the power. Fury is also a damage boost but requires mana accel.
B/R/G for ??? ((Gemhide, Bonesplitter, Twoheaded, Plague, Spinneret, Basal, Sedge)
I'm giving 3 of them a chance
UG or UGw control sliver
W/G/R aggro
B/R/G aggro
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"Why should I boast? The bards will do it for me-and with music"-Ertai, wizard adept
I like big creatures and I cannot lie
You other players can't deny
That when a beast walks in with an itty bitty cost
And your blockers are all lost
You get removal!
I'd play green slivers regardless of deck purely for the accel. Also, the spoilers doesn't have might sliver yet and if we already have +2/+0 and +0/+2 can we hope that we'll get an expensive +2/+2 sliver?
And hivestone opens up a lot of possibilities. Hivestone + Fury + Bonesplitter + Some 1/1s equals ouch. The problems still lies within getting out Fury but green can provide that. Two-headed sliver is enough for evasion so you won't have to splash white. Although white slivers are very combat oriented, if you want damage then GR is the way to go. 3/1 Lannowar Elves slivers with doublestrike :D.
I Like the deck,
The only problem i see is cost, Namely running 12 Duals.
But i guess it could still work with out so many Duals(Black is a Splash, Go goddless Shrine and Blood crypt could be replaced with Basic lands, Foundrys Are needed tho..)
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I was considering this earlier, you could pretty easily run a 3 colour sliver deck now with some of the same ideas that the old Elf-Ball deck used...you start the curve with aggressive mana creature dropping, and I mean the whole thing: Elves, Birds, and the Gemhide. You round out the creature base with more slivers, all of them based on the idea of increasing the power or evasion of your slivers i.e.: Red Sliver that gives +1/+0, the Might Sliver that gives +2/+2, and probably the Spined one just to add some more beats (GR, 2/2). With the mana that your Birds and Gemhide create (plus Gemstone Mines...) you can easily splash into a third colour for something like the Shadow Sliver.
The other way you can win is with the rest of your spells though: 4 copies of Call of the Herd and then pure burn. I would probably run at least 8 X spells (Distintegrate and Demonfire)...
Thus, your deck would play something like this:
Turn 1: Land, Bird or Elf
Turn 2: Land, Call or more mana creatures
Turn 3: Land, more creatures
&c.
From then on, you can either start swinging with your creatures, or simply build up the juice and let loose with the direct damage...or both.
Weaknesses of the archetype: Wrath of God and related effects. Game against aggressive decks would likely depend heavily on how well your mana curve worked out. With all of the pump abilities attached to your slivers, you would probably end up outclassing the other creatures that you met up with, and if you throw in the Shadow Sliver, that would probably be the end of the race. The other option is to side into Essence Sliver, which will also help you race, but at the cost of evasion.
The main problem I see with this archetype is the dearth of lower casting cost options. Might Sliver is a nice boost, but he also costs 5, which means to be aggressive you almost have to go into this sort of frame, where you play a lot of early mana creature drops in addition to the Gemhide so that you can turbo him out as early as possible and start swinging. In my initial build I threw in Spined Sliver not because it is actually all that good, but simply because it is a 2/2 for 2, which is actually quite good for slivers this time around.
Hard to say whether this archetype will have any go, but it seems like it has a chance...
:crazy::rollout: :rollout::crazy: To get bloodstains out of clothes apply hair shampoo and soak the garments in cold water for five minutes before sticking them in the wash. This lifts out the stains quite nicely.:evillol::smileup:
Sig by R&Doom
The Statement to the Right is True. The Statement to the Left is False.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Some cards that might be useful
White:
Sidewinder; Gives Flanking Plus he's a 1 drop
Watcher; Toughness boost, always nice
Pulmonic; HOUSE! Gives flying and makes shure those sliver dont stay dead long.
Essence(as Purple):Life gain = to Damage delt
Red:
Bonesplitter; Powerup!
Fury; Gives Doublestrike, But may cost too much
two-Headed; Gives Mutli-Only Blockablity
Sedge; Great in a Deck with Black
Black:
Vamperic; Gives Bloodsucking, ok P/T
Plauge; Graet, But Will Hinder the Deck
Basal; Gives Sac for BB, Not bad
Blue:
Screeching; 1-drop, gives Tap:mill for 1
Teleknietic; Gives Tap to Tap
Green
Fungus; Give's Fungsaur's +1/+1 counter Ablity
Gemhide; Turn's Every Sliver in to a Birds!
Spinneret; Good cost to P/T, Ablity So-so
Multi:
Dementia(UB); Gives Cabal Therapy
Ghostflame(RB); Make's all Colorless, Good P/T= Cost
Harmonic(WG); Gives Aura Shards
Opaline(WB): Gives when this is targeted by the oppenet, Draw a card
Spined(as Purple, RG): Gives Rampage 1
Sig by R&Doom
The Statement to the Right is True. The Statement to the Left is False.
Could be good if built right.
Every creature you control is Sliver with multiple instances of flanking.
Add Soul Foundry in Extended to make things go even crazier by churning out a Sidewinder Sliver every turn.
The real problem with aggro slivers is the curve and power output. You'll need a power incresing sliver and an evasion sliver because most lone slivers are below the aggro curve.
Red gives you them naturally with Bonesplitter Sliver and Two-Headed Sliver but it's 2cmc for the evasion and 4 for the power. Fury is also a damage boost but requires mana accel.
Green gives quality with Gemhide Sliver for mana and Spinneret Sliver for good natural P/T. Fungus Sliver is another sliver combo card.
White grants the only 1 drop but it's nice. No power booset but Essence Sliver, Pulmonic Sliver, and Watcher Sliver grant the survival that sliver often need.
Black provides a bit. Basal Sliver can make a mean 2nd main phase. Plague Sliver is for the suicidal type. Vampric Sliver is a decent attacker.
Blue's slivers are pure control. Teleknietic Sliver for attacker lockdown and either Screeching Sliver or Shadow Sliver for the win
Multicolor only bring Ghostflame Sliver, Firewake sliver, and (Sedge Sliver) for aggro.
So Sliver decks will be
U/G for oposition/mill control (Gemhide, Spinneret, Screeching, Teleknietic, hivestone, saprolings)
R/G for mid range beatdown (Gemhide, Fungus, Two-headed, Fury, Firewake, Bonespliter)
B/R for early beatdown (Basal, Sedge, Plague, Two- headead, Bonesplitter)
W/B weird combo (Pulmonic, Basal, Sidwinder, Orzhov Signet)
W/G/R for classic Zoo (Gemhide, Bonesplitter, Twoheaded, Sidewinder, Spinneret, Pulmonic, Essence)
B/R/G for ??? ((Gemhide, Bonesplitter, Twoheaded, Plague, Spinneret, Basal, Sedge)
I'm giving 3 of them a chance
UG or UGw control sliver
W/G/R aggro
B/R/G aggro
I like big creatures and I cannot lie
You other players can't deny
That when a beast walks in with an itty bitty cost
And your blockers are all lost
You get removal!
And hivestone opens up a lot of possibilities. Hivestone + Fury + Bonesplitter + Some 1/1s equals ouch. The problems still lies within getting out Fury but green can provide that. Two-headed sliver is enough for evasion so you won't have to splash white. Although white slivers are very combat oriented, if you want damage then GR is the way to go. 3/1 Lannowar Elves slivers with doublestrike :D.
Also, Shadow Sliver + Essence = Drool.
4x Blood Crypt
4x Godless Shrine
3x Terraformic Expanse
3x Mountain
3x Plains
2x Swamp
4x Sedge Sliver
4x Bonesplitter Sliver
4x Pulmonic Sliver
3x Watcher Sliver
3x Essence Sliver
3x Fury Sliver
3x Mortify
2x Boros Signet
2x Orzhov Signet
1x Rakdos Signet
I Like the deck,
The only problem i see is cost, Namely running 12 Duals.
But i guess it could still work with out so many Duals(Black is a Splash, Go goddless Shrine and Blood crypt could be replaced with Basic lands, Foundrys Are needed tho..)
Sig by R&Doom
The Statement to the Right is True. The Statement to the Left is False.
The other way you can win is with the rest of your spells though: 4 copies of Call of the Herd and then pure burn. I would probably run at least 8 X spells (Distintegrate and Demonfire)...
Thus, your deck would play something like this:
Turn 1: Land, Bird or Elf
Turn 2: Land, Call or more mana creatures
Turn 3: Land, more creatures
&c.
From then on, you can either start swinging with your creatures, or simply build up the juice and let loose with the direct damage...or both.
Weaknesses of the archetype: Wrath of God and related effects. Game against aggressive decks would likely depend heavily on how well your mana curve worked out. With all of the pump abilities attached to your slivers, you would probably end up outclassing the other creatures that you met up with, and if you throw in the Shadow Sliver, that would probably be the end of the race. The other option is to side into Essence Sliver, which will also help you race, but at the cost of evasion.
The main problem I see with this archetype is the dearth of lower casting cost options. Might Sliver is a nice boost, but he also costs 5, which means to be aggressive you almost have to go into this sort of frame, where you play a lot of early mana creature drops in addition to the Gemhide so that you can turbo him out as early as possible and start swinging. In my initial build I threw in Spined Sliver not because it is actually all that good, but simply because it is a 2/2 for 2, which is actually quite good for slivers this time around.
Hard to say whether this archetype will have any go, but it seems like it has a chance...
EDIT
NEVERMIND *facepalm* I thought you got to choose the creature type... gosh darnit
To get bloodstains out of clothes apply hair shampoo and soak the garments in cold water for five minutes before sticking them in the wash. This lifts out the stains quite nicely.:evillol::smileup: