I have been playing multiplayer Kingdom EDH format (https://www.reddit.com/r/EDH/comments/1svbqw)(We use this basic format but we have heavily modified these rules and added the jester role) for a few months now and after many, many changes, I finally have a competitive deck that I am happy with. The great thing about the Kingdom format is that it eliminates the politics of multiplayer EDH by assigning set enemies and allies. This eliminates anyone being ganged up on at the table, which is typical of normal multiplayer games. One thing of important note in the Kingdom format is the importance of specific target "hug" cards. Since everyone's role except for the king is secret, the hug card can be an important addition to show allegiances in the event that you are the knight, usurper, assassin or jester. That's one thing that I plan to work on with this deck in the future as well as getting the Zendikar fetch lands.
Please feel free to post any comments, questions or suggestions below. Thanks.
P.S. If you have any suggestions on target player "hug" cards, please add those too.
Sliver Hivelord - makes all Slivers (including the Changelings) indestructible. Once this creature comes out, dropping wrath cards like Supreme Verdict do not clear your board.
Sliver Legion - Additive bolster to all Slivers. Careful when using this card and Megantic Sliver with Wild Pair because it will keep you from tutoring out most if not all creatures in the deck.
Constricting Sliver - turns all your slivers into Fiend Hunter. Removal of Constricting Sliver does not release cards previously exiled. Only removal of the specific sliver that exiled the opponent creature will release it back to the battlefield.
Bonescythe Sliver - gives your slivers double strike (first strike and normal strike). Synergizes with Brood Sliver to give 2 tokens, Synapse Sliver to give 2 cards, Essence Sliver and Syphon Sliver (both stack for life gain) to heal twice (heals 4x if you have both slivers). Psionic Sliver combos with the lifegain slivers to heal for 5 damage that was dealt (2 to target and 3 to itself).
Pulmonic Sliver - lets you put slivers that die back on top of your library as well as gives all your slivers flying like Galerider Sliver.
Sentinel Sliver - allows you to attack and then tap your slivers for mana, removal, or other abilities that they may have.
Telekinetic Sliver - allows you to shut down opponents or open up offensive options.
Sedge Sliver - Allows you to regenerate all slivers. Still works with Crystalline Sliver because it does not require you to target them unlike Crypt Sliver. If you control a Swamp (not limited to basic land Swamp...Sunken Hollow and other cards also work), then slivers also get +1/+1. A swamp is not required to regenerate, only a black mana.
Harmonic Sliver - Powerful card that can work for you or against you because you must destroy target enchantment or artifact if there is one on the battlefield...even your own. Karametra, God of Harvests and Darksteel Ingot can be used to protect yourself against it.
Dormant Sliver - Powerful early game draw card. On the surface it doesn't look like a good card due to making all your slivers defenders but it is...it really is. The Frenetic Sliver, Acidic Sliver and Necrotic Sliver are all capable of getting rid of it if needed.
Frenetic Sliver - Amazing sliver and very underappreciated. It lets you remove slivers from play and gives you a 50/50 shot of bringing it back at the end of turn for free. Times that you would want to use this ability would be in the event that someone plays a wrath or targets a sliver with a spell, you block with a sliver that is going to die from combat damage, temporary or permanent removal of a sliver ability like with Dormant Sliver or Crystalline Sliver, or to take advantage of ETB effects of slivers like those of Harmonic Sliver or Dormant Sliver. I love to use this ability with tokens.
Taurean Mauler - is a powerhouse card. It gets all of the sliver bonuses as well as any opponent creature bonuses that apply to "all" of a creature type like Zombie Master. Since it gets +1/+1 for each opponent spell that is cast it quickly grows to an immensely powerful creature.
Amoeboid Changeling - is a creature that gets all the bonuses that the Taurean Mauler would, but it also has the ability to give or remove all creature types. This card would allow you to protect an ally's target creature by giving it any creature abilities that apply to "all" of a creature type such as with Crystalline Sliver. It also allows you to remove creature types from target creature to remove some protection or buff it may have. When used with Sliver Overlord's second ability, you can "steal" opponent target creatures, however, not if you have Crystalline Sliver, since the opponent creature would gain shroud when used to give it all creature types.
Karametra, God of Harvest's - Indestructible creature that allows you to tutor Plains and Forests from the deck (Not limited to basic lands...see Plains and Forests section of land).
Spirit of Resistance - is a powerful card that protects against all player damage. To use it, just let any creature damage go through unblocked, but be wary of any instant removal for the enchantment. I once lost the game when I declared no blockers only to have the enchantment removed with an instant spell.
Rhystic Study - is a dual purpose enchantment. It slows opponents down by forcing them to pay additional mana or let you draw a card each time they cast a spell. In the Kingdom game, this card is very effective at determining who your allies may be.
Mind's Eye - draw a card each time your opponents draw cards. What is not to like.
Bring to Light - Since this is a 5 color deck, if you spend all 5 colors to cast it, you can not only tutor but also cast the card as well. This is the only tutor in the deck since the commander can tutor all the slivers as well as the changelings in the deck.
Maelstrom Nexus - For your first spell you cast each turn, this card will let you cast the next nonland card from the top of your library of lesser mana cost for free. To make the most use of this card, your first spell each turn should be the highest mana cost of the turn, but doing so really slowed down my turns so beware.
Mana Reflection - doubles the mana produced from any permanent you tap (creature, rock, or land).
Sword of Feast or Famine - (Cannot be used on slivers with shroud) Protection from green or black. Doing player damage allows you to untap all your lands and opponent discards a card.
Farseek, Skyshroud Claim, Nature's Lore, and Explosive Vegetation - land ramp cards. These cards can tutor out the 10 "shock" lands (lands that are dual land types but cost you 2 life to bring in untapped) and the 5 "tangle" lands (lands that are dual land types but come in tapped unless you control 2 or more basic lands).
Tempt with Discovery - Very fun card but it can be used against you. It is a bad day when all your opponents pull out Strip Mine and blow up the lands you just pulled out, however, when it works...its amazing. This is another card that can be used to determine who your allies are.
Wraths and Removal Cyclonic Rift - bounces all opponent target permanents back to their hands. Powerful card that gives you a commanding lead on board presence.
Crackling Doom - Destroys the strongest creature for each opponent for 3 mana. Boom!
Powerful Potential Creature Additions Evil Twin - Lets you copy and kill an opponents creature. Especially powerful for those Overpowered enemy commanders.
Progenitor Mimic - Copies target creature and makes a token copy each turn. Cannot be used with Legendary creatures due to legendary rule. Still very powerful especially with creatures that have an "enters the battlefield" effect.
Land Hug Forbidden Orchard - Lets you to give a 1/1 token to target opponent each time you tap it which lets you show allegiance to another player.
I converted a 5-color hermit druid deck into a sliver hivelord deck and I've had tons of fun with it.
It's loaded with ramp - all the green ramp spells, signets, artifact mana, mana dorks, and the best ramp card in there is bloom tender. Seriously, you must get bloom tender. It costs 2 mana and gives you 5.
I do run frenetic sliver but I have used hibernation sliver in the past. I do like it but I cut it because it seemed to be underperforming. I think it might be a good addition in the kingdom game.
For the survival of the fittest, I dont use it because I only run one card that cant be tutored by my commander. As for Demonic Tutor, I dont run it due to space limitations. I use Bring to Light because it not only tutors but it casts the spell too so it performs better in this deck. Since my commander tutors out any sliver in the deck, there is not much need for tutors. I used to run more of them, but have cut them out because this deck loves ramp and doesnt need to always combo out for a win....at least with my play group. I agree that the deck could use a few more of them if you wanted to combo out more. As for Yawgmoth's Will. I chose to run Phyrexian Reclamation instead.
I plan to do some organizing and explanations on how to play the deck as soon as I have time.
Please feel free to post any comments, questions or suggestions below. Thanks.
P.S. If you have any suggestions on target player "hug" cards, please add those too.
1x Sliver Overlord
1x Sliver Hivelord
1x Sliver Queen
1x Sliver Legion
1x Horned Sliver
1x Manaweft Sliver
1x Gemhide Sliver
1x Venom Sliver
1x Brood Sliver
1x Megantic Sliver
1x Constricting Sliver
1x Bonescythe Sliver
1x Essence Sliver
1x Pulmonic Sliver
1x Sentinel Sliver
1x Galerider Sliver
1x Psionic Sliver
1x Telekinetic Sliver
1x Synapse Sliver
1x Shifting Sliver
1x Sedge Sliver
1x Thorncaster Sliver
1x Heart Sliver
1x Syphon Sliver
1x Crystalline Sliver
1x Harmonic Sliver
1x Dormant Sliver
1x Necrotic Sliver
1x Frenetic Sliver
//Non-Sliver Creatures
1x Taurean Mauler
1x Amoeboid Changeling
1x Karametra, God of Harvests
Spells (32)
1x Phyrexian Reclamation
1x Spirit of Resistance
//Card Draw
1x Rhystic Study
1x Mind's Eye
1x Bring to Light
//Creature Ramp
1x Wild Pair
1x Lurking Predators
1x Descendants' Path
//Mana Ramp
1x Training Grounds
1x Urza's Incubator
1x Maelstrom Nexus
1x Mana Echoes
1x Intruder Alarm
1x Mana Reflection
1x Sword of Feast and Famine
//Land Tutors
1x Farseek
1x Skyshroud Claim
1x Nature's Lore
1x Explosive Vegetation
1x Tempt with Discovery
//Mana Rocks
1x Azorius Signet
1x Simic Signet
1x Selesnya Signet
1x Darksteel Ingot
1x Fellwar Stone
1x Chromatic Lantern
1x Sol Ring
//Wipes and Removal
1x Blasphemous Act
1x Wrath of God
1x Supreme Verdict
1x Cyclonic Rift
1x Crackling Doom
Lands: (36)
1x Command Tower
1x Forbidden Orchard
1x Exotic Orchard
1x Reflecting Pool
1x Sliver Hive
1x Tendo Ice Bridge
1x Ancient Ziggurat
1x Meteor Crater
1x Flooded Strand
1x Bloodstained Mire
1x Wooded Foothills
1x Polluted Delta
1x Windswept Heath
1x Sunken Hollow
1x Smoldering Marsh
1x Blood Crypt
1x Watery Grave
1x Steam Vents
1x Krosan Verge
1x Thawing Glaciers
1x Swamp
1x Island
1x Mountain
1x Plains
1x Prairie Stream
1x Sacred Foundry
1x Hallowed Fountain
1x Godless Shrine
1x Canopy Vista
1x Temple Garden
1x Cinder Glade
1x Breeding Pool
1x Overgrown Tomb
1x Stomping Ground
2x Forest
Sidebar
1x Spoils of Victory
1x Toxin Sliver
1x Acidic Sliver
1x Crypt Sliver
1x Evil Twin
1x Progenitor Mimic
1x Havengul Lich
1x Treasury Thrull
1x Day of Judgment
1x Thran Quarry
How the Deck is Played
Creatures
Sliver Overlord - The Commander - Tutors any sliver out of the deck including the two Changelings Amoeboid Changeling and Taurean Mauler. Also allows you to steal opponent creatures using Amoeboid Changeling.
Sliver Hivelord - makes all Slivers (including the Changelings) indestructible. Once this creature comes out, dropping wrath cards like Supreme Verdict do not clear your board.
Sliver Legion - Additive bolster to all Slivers. Careful when using this card and Megantic Sliver with Wild Pair because it will keep you from tutoring out most if not all creatures in the deck.
Sliver Queen - The brood mother of the deck. She combos out with Intruder Alarm and Mana Echoes to go infinite, sometimes requiring Heart Sliver to do so.
Horned Sliver - Gives trample to all slivers. Great combo piece with cards like Brood Sliver and Synapse Sliver.
Gemhide Sliver and Manaweft Sliver - Makes every sliver a Birds of Paradise
Venom Sliver and Toxin Sliver - Combos with Thorncaster Sliver and Psionic Sliver to destroy opponent creatures with deathtouch damage. Psionic Sliver will kill your slivers if you use it without Sliver Hivelord.
Constricting Sliver - turns all your slivers into Fiend Hunter. Removal of Constricting Sliver does not release cards previously exiled. Only removal of the specific sliver that exiled the opponent creature will release it back to the battlefield.
Bonescythe Sliver - gives your slivers double strike (first strike and normal strike). Synergizes with Brood Sliver to give 2 tokens, Synapse Sliver to give 2 cards, Essence Sliver and Syphon Sliver (both stack for life gain) to heal twice (heals 4x if you have both slivers). Psionic Sliver combos with the lifegain slivers to heal for 5 damage that was dealt (2 to target and 3 to itself).
Pulmonic Sliver - lets you put slivers that die back on top of your library as well as gives all your slivers flying like Galerider Sliver.
Sentinel Sliver - allows you to attack and then tap your slivers for mana, removal, or other abilities that they may have.
Telekinetic Sliver - allows you to shut down opponents or open up offensive options.
Sedge Sliver - Allows you to regenerate all slivers. Still works with Crystalline Sliver because it does not require you to target them unlike Crypt Sliver. If you control a Swamp (not limited to basic land Swamp...Sunken Hollow and other cards also work), then slivers also get +1/+1. A swamp is not required to regenerate, only a black mana.
Crystalline Sliver - gives all slivers shroud. (see Amoeboid Changeling below)
Harmonic Sliver - Powerful card that can work for you or against you because you must destroy target enchantment or artifact if there is one on the battlefield...even your own. Karametra, God of Harvests and Darksteel Ingot can be used to protect yourself against it.
Dormant Sliver - Powerful early game draw card. On the surface it doesn't look like a good card due to making all your slivers defenders but it is...it really is. The Frenetic Sliver, Acidic Sliver and Necrotic Sliver are all capable of getting rid of it if needed.
Frenetic Sliver - Amazing sliver and very underappreciated. It lets you remove slivers from play and gives you a 50/50 shot of bringing it back at the end of turn for free. Times that you would want to use this ability would be in the event that someone plays a wrath or targets a sliver with a spell, you block with a sliver that is going to die from combat damage, temporary or permanent removal of a sliver ability like with Dormant Sliver or Crystalline Sliver, or to take advantage of ETB effects of slivers like those of Harmonic Sliver or Dormant Sliver. I love to use this ability with tokens.
Taurean Mauler - is a powerhouse card. It gets all of the sliver bonuses as well as any opponent creature bonuses that apply to "all" of a creature type like Zombie Master. Since it gets +1/+1 for each opponent spell that is cast it quickly grows to an immensely powerful creature.
Amoeboid Changeling - is a creature that gets all the bonuses that the Taurean Mauler would, but it also has the ability to give or remove all creature types. This card would allow you to protect an ally's target creature by giving it any creature abilities that apply to "all" of a creature type such as with Crystalline Sliver. It also allows you to remove creature types from target creature to remove some protection or buff it may have. When used with Sliver Overlord's second ability, you can "steal" opponent target creatures, however, not if you have Crystalline Sliver, since the opponent creature would gain shroud when used to give it all creature types.
Karametra, God of Harvest's - Indestructible creature that allows you to tutor Plains and Forests from the deck (Not limited to basic lands...see Plains and Forests section of land).
Spells
Phyrexian Reclamation - along with Pulmonic Sliver, Havengul Lich, and Treasury Thrull are the only cards that can recur in the deck.
Spirit of Resistance - is a powerful card that protects against all player damage. To use it, just let any creature damage go through unblocked, but be wary of any instant removal for the enchantment. I once lost the game when I declared no blockers only to have the enchantment removed with an instant spell.
Rhystic Study - is a dual purpose enchantment. It slows opponents down by forcing them to pay additional mana or let you draw a card each time they cast a spell. In the Kingdom game, this card is very effective at determining who your allies may be.
Mind's Eye - draw a card each time your opponents draw cards. What is not to like.
Bring to Light - Since this is a 5 color deck, if you spend all 5 colors to cast it, you can not only tutor but also cast the card as well. This is the only tutor in the deck since the commander can tutor all the slivers as well as the changelings in the deck.
Wild Pair - Amazing Creature tutor but it is broken if used with Sliver Legion or Megantic Sliver.
Lurking Predators and Descendants Path - Powerful creature ramp cards.
Training Grounds - reduces the cost of Sliver Overlord and Sliver Queen abilities to 1 mana.
Maelstrom Nexus - For your first spell you cast each turn, this card will let you cast the next nonland card from the top of your library of lesser mana cost for free. To make the most use of this card, your first spell each turn should be the highest mana cost of the turn, but doing so really slowed down my turns so beware.
Mana Echoes - combo card that goes infinite with Sliver Queen
Intruder Alarm - combo card that goes infinite if you have Manaweft Sliver or Gemhide Sliver
Mana Reflection - doubles the mana produced from any permanent you tap (creature, rock, or land).
Sword of Feast or Famine - (Cannot be used on slivers with shroud) Protection from green or black. Doing player damage allows you to untap all your lands and opponent discards a card.
Farseek, Skyshroud Claim, Nature's Lore, and Explosive Vegetation - land ramp cards. These cards can tutor out the 10 "shock" lands (lands that are dual land types but cost you 2 life to bring in untapped) and the 5 "tangle" lands (lands that are dual land types but come in tapped unless you control 2 or more basic lands).
Tempt with Discovery - Very fun card but it can be used against you. It is a bad day when all your opponents pull out Strip Mine and blow up the lands you just pulled out, however, when it works...its amazing. This is another card that can be used to determine who your allies are.
Mana Rocks
Azorius Signet, Selesnya Signet, Simic Signet, Darksteel Ingot (Indestructible), Chromatic Lantern, and Felwar Stone - tap for colored mana. Sol Ring taps for 2 mana.
Wraths and Removal
Cyclonic Rift - bounces all opponent target permanents back to their hands. Powerful card that gives you a commanding lead on board presence.
Wrath of God, Blasphemous Act, Supreme Verdict, Day of Judgement - all board wipes. If possible, use with Sliver Hivelord to protect your slivers.
Crackling Doom - Destroys the strongest creature for each opponent for 3 mana. Boom!
Powerful Potential Creature Additions
Evil Twin - Lets you copy and kill an opponents creature. Especially powerful for those Overpowered enemy commanders.
Progenitor Mimic - Copies target creature and makes a token copy each turn. Cannot be used with Legendary creatures due to legendary rule. Still very powerful especially with creatures that have an "enters the battlefield" effect.
Land Hug
Forbidden Orchard - Lets you to give a 1/1 token to target opponent each time you tap it which lets you show allegiance to another player.
It's loaded with ramp - all the green ramp spells, signets, artifact mana, mana dorks, and the best ramp card in there is bloom tender. Seriously, you must get bloom tender. It costs 2 mana and gives you 5.
Personally I like hibernation sliver over frenetic sliver.
Spirit of resistance is interesting. I might have to start using that.
Is there a reason why you don't play staples like survival of the fittest, demonic tutor, and yawgmoth's will?
My G Yisan, the Bard of Death G deck.
My BUGWR Hermit druid BUGWR deck.
For the survival of the fittest, I dont use it because I only run one card that cant be tutored by my commander. As for Demonic Tutor, I dont run it due to space limitations. I use Bring to Light because it not only tutors but it casts the spell too so it performs better in this deck. Since my commander tutors out any sliver in the deck, there is not much need for tutors. I used to run more of them, but have cut them out because this deck loves ramp and doesnt need to always combo out for a win....at least with my play group. I agree that the deck could use a few more of them if you wanted to combo out more. As for Yawgmoth's Will. I chose to run Phyrexian Reclamation instead.
I plan to do some organizing and explanations on how to play the deck as soon as I have time.