Actually I love them in general; I think they are great lands. My only real issue with the tap'd lands is early game they can hurt. The first 3 turns for mana are the most important; at least for most decks I build. I want a playset of most of them in the long run. I may actually look into those for this deck. Again I think I'll have to wait until the Spell list is finished so I have an idea how much I need of each colour.
On a side note; as those have the Mirran water mark I think it would have been neat if they made Phyrexian marked lands that handled "enemey" colours.
If they did and I missed it...oops, lol.
Immediate thoughts I had were fitting in Grim Harvest or Disturbed Burial for recursion. Possibly swapping our Golem's Eye for serrated arrows? Also unsure if the optional 1 of land base is correct.
you have soo much tap lands, you should drop someones to help the deck speed
also you dont need 31 slivers, you can use some filler cards to help the speed, the budget ones are Urza's Bauble, Manamorphose or if you go for blue, some draw
slivers you dont need in that deck:
you need a less mana evasion slivers (horned sliver and/or winged sliver) and a full set of muscle sliver and sinew
i know you wanna put the slivers using the combo, but you need some early drops
As far as hand disruption goes, I'd probably swap out Gerrard's Verdict for one of the 1 CMC discard spells. I think Duress is the cheapest of your options for that. Makes for a great opening play and let's you plan ahead a bit.
As far as countermagic goes, I'd definitely max out on Voidslime since it's a jack-of-all-trades counterspell. Absorb and Undermine feel a bit underwhelming, especially the former since I usually prefer opponent's losing life to me gaining life.
You could also potentially replace Vindicate with Necrotic Sliver. It might be a bit slower in terms of speed, but the activation is instant speed and only needs colorless mana. You also get an vindictive army at your disposal.
For the mana base, being on a budget eliminates a lot of the best options unfortunately. Painlands, M13 duals, and SOM duals are the only things I can think of that can potentially come in untapped and aren't too expensive.
As far as hand disruption goes, I'd probably swap out Gerrard's Verdict for one of the 1 CMC discard spells. I think Duress is the cheapest of your options for that. Makes for a great opening play and let's you plan ahead a bit.
As far as countermagic goes, I'd definitely max out on Voidslime since it's a jack-of-all-trades counterspell. Absorb and Undermine feel a bit underwhelming, especially the former since I usually prefer opponent's losing life to me gaining life.
You could also potentially replace Vindicate with Necrotic Sliver. It might be a bit slower in terms of speed, but the activation is instant speed and only needs colorless mana. You also get an vindictive army at your disposal.
For the mana base, being on a budget eliminates a lot of the best options unfortunately. Painlands, M13 duals, and SOM duals are the only things I can think of that can potentially come in untapped and aren't too expensive.
I found Gemhide Sliver to be a bit underwhelming, especially because the lands I am currently using each produce at least 3 colors of mana.
I am not a huge fan of sacrificing my slivers, mostly because I am only running a small number of them and I feel it would be more hurt than good to myself, most of the time.
Ill check out the SoM Dual Lands as well as the Painlands and see how they work out.
i agree, for a control deck with low count on creatures, necrotic and gemhide isnt that good.
also i dislike undermine, i really prefer counterspell or mana leak, but since you want to stay with the cycle... ok
how much vial has helped you ? what about 3 vial and 3 standstill ?
ok, lets try to help with lands
first... with all these colors and tap lands, i disagree with the low count on lands, but lets try something:
painlands can be bad for you, since you are close to control, but with low CA, and with 4 city of brass (best pain land)
try the fast lands (SoM Dual Lands), but you have a nice budget setup, i know you want to stay at budget, but you should try to get two more reflecting pool, and maybe wait for dragon maze to get some shocks
i agree, for a control deck with low count on creatures, necrotic and gemhide isnt that good.
also i dislike undermine, i really prefer counterspell or mana leak, but since you want to stay with the cycle... ok
how much vial has helped you ? what about 3 vial and 3 standstill ?
ok, lets try to help with lands
first... with all these colors and tap lands, i disagree with the low count on lands, but lets try something:
painlands can be bad for you, since you are close to control, but with low CA, and with 4 city of brass (best pain land)
try the fast lands (SoM Dual Lands), but you have a nice budget setup, i know you want to stay at budget, but you should try to get two more reflecting pool, and maybe wait for dragon maze to get some shocks
So far vial has been decently effective, because of the low creature count I find vial to be fine at 2. The third winds up being a dead draw.
Standstill has been amazing in this deck, it works so perfectly with Vial.
Once dragons maze is out and the shocklands are available cheap I will definitely get them.
I was originally running the painlands along with Worship, but if felt as though I was playing against myself.
The shard lands have been very good, but I would like to cut them down to 2-ofs instead of 4-ofs, i usually get one and add in shocklands.
I am trying to find a replacement for vindicate because it is so expensive but i have no idea what to put in its place.
Ill update my original post with what I have as of now.
Maybe some hibernation sliver? I don't know if you face a lot of control decks, but with supreme verdict around control decks, counter spells is not the answer anymore.
At least resource, this sliver can save key creatures from some global/removal spells if you don't have at the moment counter/crystaline at your disposal.
Or you can choose duress to deal with this one.
Hey, everyone. I'm looking into maybe getting a casual meat hooks deck for multiplayer sometime in the future. The pricing on the cards I don't have shakes out to ~$45, so it seems doable. I was wondering if you could critique my hypothetical deck, maybe tell me what to add or drop. I was skeptical about the Force Spikes in this particular build, myself. They seem like a great way to make enemies early. On the other hand, they seem pretty valuable for a 1-v-1.
I'd like to keep Worship in there, if possible. Again, I want to use this for my first multiplayer game at the school I'm attending in come August. It just seems like a fun thing to have. Though I do understand that it creates dis-synergy with Harmonic.
EDIT: I've got the proper ratios for the land figured out, so I didn't feel the need to post the basics.
dunno what rules your playgroup uses, but you can change force spike for mental misstep or mana leak
also you should be prepare for the new sliver generation, when they arrive your deck should evolve !! ^^
harmonic and worship, just be smart, if you dont see enough enchant/artifact on table, dont drop him.
besides that, i think you can run that with no problem.
The only new Slivers that I'd put in the deck are Galerider and Predatory. Galerider is an obvious auto-include: strictly better than Winged at just U casting cost. A perfect 1-drop that could curve into the deck quite nicely.
As for Predatory, I wonder if the deck needs it. If I were to replace anything, it would be Harmonic and one Gemhide. It would leave the curve exactly the same, and the deck would probably work better with one less Gemhide. All the fixing he does is accomplished with just one copy, but it would be nice to be able to depend on getting him when I need him, so 3 should be perfect.
Hi all, I'm trying to create a slivers deck for mostly 1v1 (though occasional multiplayer) and looking for feedback. The multiplayer isn't very competitive and doesn't have much in the way of board sweepers or counterspell. My budget is cards cheaper than about $5 unless super necessary (so no aether vial).
about blue, you can add blue, blue gives crystalline, galerider and draw/control spells (only these are nice for a aggro deck), but i think you can survive with no blue if your playgroup are soft on competitive.
about lands, keep a eye on checklands, when they rotate out of standard and the price drop, pick a lot, its nice and useful for casual.
about the deck:
i think you dont need all these haste/mana slivers
some utility spells could help the deck more than they
my sample for you:
So I used to be a huge fan of Meathooks and played the deck regularly in Legacy, but as the deck fell off and I was forced to sell off most of my staples for cash, I wasn't left for the necessary cards to run the deck anymore.
With M14 though, it seems like I can revive my deck as a multiplayer powerhouse. I'm not sure what direction I want to take the deck, but here's my first draft:
I'm intent on using a toolbox with Eladamri's Call since I've never had a chance to run that card before, but other than that I'm open to options. I realize the deck is trying to brute force its way to wins right now, so I could probably use some more actual spells. Ideas?
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My Black & Silver Cube [360/Peasant/Draft It! EDH Decks: - Reya Dawnbringer // - Mistform Ultimus // - Balthor the Defiled // - Urabrask the Hidden // - Mirri, Cat Warrior
Re Zeromd
The reason I liked 4 haste slivers with lots of mana slivers is because it can give a really really explosive turn 3. If I draw a haste and a mana sliver by turn 3 I can play 3-4 2cmc slivers and any number of 1 cmc slivers on turn 3 alone. I'll often have 6-7 slivers out turn 3. Multiples of the haste sliver without a mana sliver isn't useful, but its also relatively uncommon.
If I don't have the 'combo' all the other slivers are good in straight up aggro (except virulent maybe). Hunter sliver is especially brutal with sidewinder sliver, firststrike or any of the 12 lords. If I could I'd sub out virulent for galerider but I can't imagine reliably being able to play slivers each turn then.
The removal suite you suggested is probably better 1 on 1 for the creature kill and damage reach but not as good in multiplayer (not that my deck is great multiplayer). Im sold on bolts and lightning helix (and think naya charm might supplement it for the creature kill and mass tap ability) but am not as convinced with rancor yet. Ideally I'd want to squeeze in galerider sliver but I dont think I can get the mana to reliably handle it.
Re Magnetman
Given its multiplayer I'd consider brood sliver. Normally its not desired since its a 'win more' card but thats exactly what you need in multiplayer. Pulmonic sliver is also useful for flying defense, evasion and recursion of important slivers. Garruk, caller of beasts might be a useful planeswalker. Skullclamp, Mind's Eye or Lurking Predators would also give you a lot more card advantage. Maybe sentinel sliver as a one of so you can beat on unprotected people whilst still staying defensive. I don't think you need 4 plated slivers and 4 sidewinder slivers personally.
You could also go Glittering Wish and a more flexible manabase and have a really toolboxy wonky deck.
FirstGear, i got your point, just be care about the mass sweepers, maybe pulmonic help you in that, dunno if you group use sideboard, some pulmonic on side can help if you face a mass sweeper table.
Magnet
like Firstgear said, glittering wish can be a option, but only if you use golden spells too, e.call is better than wish in a sliver because you can do him on pass.
since you arent using pump spells or crystalline, steely resolve can help, but i really prefer rancor over the trample sliver, but dont play both.
you should have some draw, you can use Lead the Stampede or Harmonize for that, four do the job (you can mix or use only of they)
also if you can afford, in two color decks with Green, Green Sun's Zenith its nice
So, I haven't played Magic in about four or five years, and coming back to it, I wanted my first self-made deck (I borrowed a buddy's last time) to be a slivers deck. Here's what I've got, it's a white/green/blue 64-card deck.
I realize that I should replace my Winged Slivers with Galeriders ASAP. I also need to get another Crystalline Sliver ASAP. I also want to get some Ancient Ziggurats, Cavern of Souls, Predatory Slivers, and Sinew Slivers. Thoughts, criticisms?
So, I haven't played Magic in about four or five years, and coming back to it, I wanted my first self-made deck (I borrowed a buddy's last time) to be a slivers deck. Here's what I've got, it's a white/green/blue 64-card deck.
I realize that I should replace my Winged Slivers with Galeriders ASAP. I also need to get another Crystalline Sliver ASAP. I also want to get some Ancient Ziggurats, Cavern of Souls, Predatory Slivers, and Sinew Slivers. Thoughts, criticisms?
Your entire land base coming into play tapped is going to kill you. Hard. Look at these check lands from Scars of Mirrodin:
Use those for eight of your land slots and then take out some of the higher CMC slivers (I don't like having any above 2 CMC, myself). Those + 2 Seaside Citadels and however many basic lands you need should speed up your deck quite a bit.
And don't be scared of the basics only producing one color. I've found that it shouldn't be a problem if you include the right ratios and shuffle well enough. (Also, coming in untapped puts basics leagues ahead of those duals. Slivers want fast early game.)
I know the OP says to only run 3 Winged Slivers, but I think Galerider's 1 CMC makes it a 4-of. The deck lacks a solid, non-Aether Vial 1-drop otherwise.
Use those for eight of your land slots and then take out some of the higher CMC slivers (I don't like having any above 2 CMC, myself). Those + 2 Seaside Citadels and however many basic lands you need should speed up your deck quite a bit.
And don't be scared of the basics only producing one color. I've found that it shouldn't be a problem if you include the right ratios and shuffle well enough. (Also, coming in untapped puts basics leagues ahead of those duals. Slivers want fast early game.)
I know the OP says to only run 3 Winged Slivers, but I think Galerider's 1 CMC makes it a 4-of. The deck lacks a solid, non-Aether Vial 1-drop otherwise.
Thanks, this is some great advice. I tested out my deck today with a few friends. An aggro deck beat me hands-down, I should've beaten a buddy's pauper deck (I kept forgetting to do certain things, too rusty), and I narrowly lost the third game. With your tips and some tightening-up, I should be able to win a game or two next time around.
Thanks, this is some great advice. I tested out my deck today with a few friends. An aggro deck beat me hands-down, I should've beaten a buddy's pauper deck (I kept forgetting to do certain things, too rusty), and I narrowly lost the third game. With your tips and some tightening-up, I should be able to win a game or two next time around.
Here's the casual meathooks deck that has been working wonderfully for me:
Brainstorm and Ponder carry too much utility to put into words. If I get Crystalline + Worship online, a lot of decks scoop if they don't have Enchantment hate. The 8 counters give it more staying power against control and the ability to disrupt aggro long enough to assemble a devastating mid-game.
A simple but effective deck. All-in-all one of my favorite casual adaptations of a legacy deck. (Note that the 4th Ed printings of StP are super cheap in comparison, like ~$2.)
I'd recommend shopping through tcgplayer and using their cart optimizer to save the most money.
I've just recently started playing Slivers with the release of m14. I've skimmed the last few pages but I don't think I saw Cavern of Souls in any of the list's land bases. I find it to be an amazing land coupled with Ancient Ziggurat
Also, I haven't seen any posts in all the reading I've done about using Glimpse of Nature with Gemhide Sliver or Manaweft Sliver to basically lay out an army. I know that basically taps you out and makes you vulnerable to a *** or other mass removal, but if you don't you have just created formidable army.
I was told that Æther Vials would be too slow, but I've played Merfolk and think this is a must have in any competitive type sliver deck, but I had a question about Mutavaults. Playing a rainbow deck I'd assume that this might hinder plays if you're lacking the color you need early on because it only taps for colorless? Unless you have mana slivers ofc.
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forget the price for now, they will drop and drop.
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On a side note; as those have the Mirran water mark I think it would have been neat if they made Phyrexian marked lands that handled "enemey" colours.
If they did and I missed it...oops, lol.
U FaerieNinjaStandstill U
B Swag Flu B
In Development
BG Nightmare Survival GB
B The Gate B
BRG Jund GRB
Deck
1 Virulent Sliver
1 Frenzy Sliver
1 Spitting Sliver
1 Watcher Sliver
1 Venser's Sliver
1 Shadow Sliver
1 Heart Sliver
1 Sinew Sliver
1 Muscle Sliver
1 Bonesplitter Sliver
1 Battering Sliver
1 Winged Sliver
1 Lymph Sliver
1 Plated Sliver
Draw
1 Deep Analysis
1 Mulldrifter
1 Brainstorm
1 Ur-Golem's Eye
1 Dark Ritual
1 Reap and Sow
1 Darksteel Ingot
1 Armillary Sphere
1 Sylvan Bounty
1 Cultivate
1 Twisted Abomination
1 Noble Templar
Removal
1 Oblivion Ring
1 Lava Axe
1 Electrickery
1 Rift Bolt
1 Æthersnipe
1 Relic Crush
1 Rend Flesh
1 Terramorphic Expanse
1 Bojuka Bog
1 Transguild Promenade
1 Evolving Wilds
4 Island
4 Swamp
4 Plains
4 Mountain
4 Forest
Misc (Filler)
1 Malachite Golem
1 Bonesplitter
1 Gravedigger
Immediate thoughts I had were fitting in Grim Harvest or Disturbed Burial for recursion. Possibly swapping our Golem's Eye for serrated arrows? Also unsure if the optional 1 of land base is correct.
Any help definitely appreciated c:
some bounce lands from old ravnica block, like Simic Growth Chamber
about the fillers, there are a lot of good stuff on black 4
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also you dont need 31 slivers, you can use some filler cards to help the speed, the budget ones are Urza's Bauble, Manamorphose or if you go for blue, some draw
slivers you dont need in that deck:
you need a less mana evasion slivers (horned sliver and/or winged sliver) and a full set of muscle sliver and sinew
i know you wanna put the slivers using the combo, but you need some early drops
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I am having a lot of trouble with the land base and I was also hoping for some advice in regards to the deck in general.
I really love the cycle of Undermine, Absorb, Voidslime and I would love to take advantage of it, and possibly Mystic Snake.
I find Vindicate and Swords to Plowshares very useful to manage what gets past my counter spells.
And as another stun aspect I inserted Gerrard's Verdict.
I am trying to keep this deck as budget as I can, meaning no shocklands, dual-lands, fetchlands, etc.
Thanks,
-Max
4x Crystalline Sliver
4x Muscle Sliver
4x Sinew Sliver
4x Winged Sliver
Lands (18):
4x Arcane Sanctum
4x City of Brass
2x Reflecting Pool
4x Seaside Citadel
1x Vivid Creek
1x Vivid Grove
1x Vivid Marsh
1x Vivid Meadow
4x Swords to Plowshares
4x Undermine
4x Voidslime
Sorceries (8):
4x Gerrard's Verdict
4x Vindicate
Artifacts (2):
2x AEther Vial
4x Standstill
Changelog:
-3 Absorb
+1 Voidslime
+1 Undermine
+1 Swords to Plowshares
As far as hand disruption goes, I'd probably swap out Gerrard's Verdict for one of the 1 CMC discard spells. I think Duress is the cheapest of your options for that. Makes for a great opening play and let's you plan ahead a bit.
As far as countermagic goes, I'd definitely max out on Voidslime since it's a jack-of-all-trades counterspell. Absorb and Undermine feel a bit underwhelming, especially the former since I usually prefer opponent's losing life to me gaining life.
You could also potentially replace Vindicate with Necrotic Sliver. It might be a bit slower in terms of speed, but the activation is instant speed and only needs colorless mana. You also get an vindictive army at your disposal.
For the mana base, being on a budget eliminates a lot of the best options unfortunately. Painlands, M13 duals, and SOM duals are the only things I can think of that can potentially come in untapped and aren't too expensive.
I found Gemhide Sliver to be a bit underwhelming, especially because the lands I am currently using each produce at least 3 colors of mana.
Ill definitely test the deck with Inquisition of Kozilek, Duress, and Despise and compare it to Gerrard's Verdict.
Voidslime is a definite, its a perfect counter. And i think ill just replace the Absorb's with a 4th Undermine, Swords to Plowshares, and the 4th Voidslime.
I am not a huge fan of sacrificing my slivers, mostly because I am only running a small number of them and I feel it would be more hurt than good to myself, most of the time.
Ill check out the SoM Dual Lands as well as the Painlands and see how they work out.
also i dislike undermine, i really prefer counterspell or mana leak, but since you want to stay with the cycle... ok
how much vial has helped you ? what about 3 vial and 3 standstill ?
ok, lets try to help with lands
first... with all these colors and tap lands, i disagree with the low count on lands, but lets try something:
painlands can be bad for you, since you are close to control, but with low CA, and with 4 city of brass (best pain land)
try the fast lands (SoM Dual Lands), but you have a nice budget setup, i know you want to stay at budget, but you should try to get two more reflecting pool, and maybe wait for dragon maze to get some shocks
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So far vial has been decently effective, because of the low creature count I find vial to be fine at 2. The third winds up being a dead draw.
Standstill has been amazing in this deck, it works so perfectly with Vial.
Once dragons maze is out and the shocklands are available cheap I will definitely get them.
I was originally running the painlands along with Worship, but if felt as though I was playing against myself.
The shard lands have been very good, but I would like to cut them down to 2-ofs instead of 4-ofs, i usually get one and add in shocklands.
I am trying to find a replacement for vindicate because it is so expensive but i have no idea what to put in its place.
Ill update my original post with what I have as of now.
Thanks for all of the advice.
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At least resource, this sliver can save key creatures from some global/removal spells if you don't have at the moment counter/crystaline at your disposal.
Or you can choose duress to deal with this one.
4 Crystalline Sliver
4 Gemhide Sliver
4 Sinew Sliver
4 Muscle Sliver
3 Winged Sliver
1 Harmonic Sliver
4 Force Spike
4 Spell Pierce
4 Brainstorm
3 Ponder
4 Swords to Plowshares
1 Worship
Land
4 Seachrome Coast
3 Razorverge Thicket
2 Seaside Citadel
I'd like to keep Worship in there, if possible. Again, I want to use this for my first multiplayer game at the school I'm attending in come August. It just seems like a fun thing to have. Though I do understand that it creates dis-synergy with Harmonic.
EDIT: I've got the proper ratios for the land figured out, so I didn't feel the need to post the basics.
also you should be prepare for the new sliver generation, when they arrive your deck should evolve !! ^^
harmonic and worship, just be smart, if you dont see enough enchant/artifact on table, dont drop him.
besides that, i think you can run that with no problem.
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The only new Slivers that I'd put in the deck are Galerider and Predatory. Galerider is an obvious auto-include: strictly better than Winged at just U casting cost. A perfect 1-drop that could curve into the deck quite nicely.
As for Predatory, I wonder if the deck needs it. If I were to replace anything, it would be Harmonic and one Gemhide. It would leave the curve exactly the same, and the deck would probably work better with one less Gemhide. All the fixing he does is accomplished with just one copy, but it would be nice to be able to depend on getting him when I need him, so 3 should be perfect.
Thanks a ton for your input!
2 Gemhide Sliver
4 Heart Sliver
4 Hunter Sliver
4 Manaweft Sliver
4 Muscle Sliver
4 Predatory Sliver
4 Sidewinder Sliver
4 Sinew Sliver
3 Striking Sliver
2 Virulent Sliver
4 Lead the Stampede
Land (21)
2 Ancient Ziggurat
3 Battlefield Forge
3 Brushland
4 Copperline Gorge
2 Forest
3 Karplusan Forest
4 Razorverge Thicket
I really like the interaction between heart sliver and manaweft sliver/ gemhide sliver with a low casting cost deck. Ideally I'd like to include crystalline sliver but Im not sure a budgetish manabase can handle 4 colours.
Cards I was considering:
card draw+utility - descendants' path, fecundity, steely resolve, naya charm
fatty slivers - magma sliver, bonescythe sliver, pulmonic sliver, brood sliver
adding blue - galerider sliver, crystalline sliver, synapse sliver, psionic sliver
about blue, you can add blue, blue gives crystalline, galerider and draw/control spells (only these are nice for a aggro deck), but i think you can survive with no blue if your playgroup are soft on competitive.
about lands, keep a eye on checklands, when they rotate out of standard and the price drop, pick a lot, its nice and useful for casual.
about the deck:
i think you dont need all these haste/mana slivers
some utility spells could help the deck more than they
my sample for you:
2 Heart Sliver
3 Hunter Sliver
4 Manaweft Sliver
4 Muscle Sliver
4 Predatory Sliver
4 Sinew Sliver
3 Sidewinder Sliver
3 Striking Sliver
4 Lead the Stampede
2 Lightning Helix
3 Rancor
3 Lightning Bolt
Land (21)
2 Ancient Ziggurat
3 Battlefield Forge
3 Brushland
4 Copperline Gorge
2 Forest
3 Karplusan Forest
4 Razorverge Thicket
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With M14 though, it seems like I can revive my deck as a multiplayer powerhouse. I'm not sure what direction I want to take the deck, but here's my first draft:
4 Plated Sliver
4 Sidewinder Sliver
4 Gemhide Sliver
4 Muscle Sliver
4 Predatory Sliver
4 Sinew Sliver
2 Bonescythe Sliver
2 Essence Sliver
2 Might Sliver
2 Megantic Sliver
1 Harmonic Sliver
1 Horned Sliver
4 Eladamri's Call
Lands:
4 Brushland
4 Razorverge Thicket
2 Ancient Ziggurat
6 Forest
6 Plains
I'm intent on using a toolbox with Eladamri's Call since I've never had a chance to run that card before, but other than that I'm open to options. I realize the deck is trying to brute force its way to wins right now, so I could probably use some more actual spells. Ideas?
EDH Decks:
- Reya Dawnbringer // - Mistform Ultimus // - Balthor the Defiled // - Urabrask the Hidden // - Mirri, Cat Warrior
The reason I liked 4 haste slivers with lots of mana slivers is because it can give a really really explosive turn 3. If I draw a haste and a mana sliver by turn 3 I can play 3-4 2cmc slivers and any number of 1 cmc slivers on turn 3 alone. I'll often have 6-7 slivers out turn 3. Multiples of the haste sliver without a mana sliver isn't useful, but its also relatively uncommon.
If I don't have the 'combo' all the other slivers are good in straight up aggro (except virulent maybe). Hunter sliver is especially brutal with sidewinder sliver, firststrike or any of the 12 lords. If I could I'd sub out virulent for galerider but I can't imagine reliably being able to play slivers each turn then.
The removal suite you suggested is probably better 1 on 1 for the creature kill and damage reach but not as good in multiplayer (not that my deck is great multiplayer). Im sold on bolts and lightning helix (and think naya charm might supplement it for the creature kill and mass tap ability) but am not as convinced with rancor yet. Ideally I'd want to squeeze in galerider sliver but I dont think I can get the mana to reliably handle it.
Re Magnetman
Given its multiplayer I'd consider brood sliver. Normally its not desired since its a 'win more' card but thats exactly what you need in multiplayer. Pulmonic sliver is also useful for flying defense, evasion and recursion of important slivers. Garruk, caller of beasts might be a useful planeswalker. Skullclamp, Mind's Eye or Lurking Predators would also give you a lot more card advantage. Maybe sentinel sliver as a one of so you can beat on unprotected people whilst still staying defensive. I don't think you need 4 plated slivers and 4 sidewinder slivers personally.
You could also go Glittering Wish and a more flexible manabase and have a really toolboxy wonky deck.
Magnet
like Firstgear said, glittering wish can be a option, but only if you use golden spells too, e.call is better than wish in a sliver because you can do him on pass.
since you arent using pump spells or crystalline, steely resolve can help, but i really prefer rancor over the trample sliver, but dont play both.
you should have some draw, you can use Lead the Stampede or Harmonize for that, four do the job (you can mix or use only of they)
also if you can afford, in two color decks with Green, Green Sun's Zenith its nice
Deck Building Primer - Casual
Sliver Primer - Casual Share your tips with us !!
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Excaliboros R(R/W)W / Maverick G(G/W)W
Bant Pro Excalibur (G/U)W(G/U) / Merfolk (W/U)U(U/B)
2 Brood Sliver
3 Crystalline Sliver
3 Essence Sliver
4 Gemhide Sliver
2 Harmonic Sliver
1 Mnemonic Sliver
3 Muscle Sliver
3 Plated Sliver
3 Quilled Sliver
2 Screeching Sliver
3 Sidewinder Sliver
1 Synapse Sliver
2 Virulent Sliver
3 Winged Sliver
1 Fog
1 Giant Growth
2 Spirit Loop
1 Strength in Numbers
Land (24)
3 Arctic Flats
4 Arcane Sanctum
4 Boreal Shelf
4 Coastal Tower
2 Elfhame Palace
3 Jungle Shrine
1 Reliquary Tower
3 Seaside Citadel
I realize that I should replace my Winged Slivers with Galeriders ASAP. I also need to get another Crystalline Sliver ASAP. I also want to get some Ancient Ziggurats, Cavern of Souls, Predatory Slivers, and Sinew Slivers. Thoughts, criticisms?
Your entire land base coming into play tapped is going to kill you. Hard. Look at these check lands from Scars of Mirrodin:
Razorverge Thicket
Seachrome Coast
Use those for eight of your land slots and then take out some of the higher CMC slivers (I don't like having any above 2 CMC, myself). Those + 2 Seaside Citadels and however many basic lands you need should speed up your deck quite a bit.
And don't be scared of the basics only producing one color. I've found that it shouldn't be a problem if you include the right ratios and shuffle well enough. (Also, coming in untapped puts basics leagues ahead of those duals. Slivers want fast early game.)
EDIT: Having 4 Sinew Slivers, 4 Predatory Slivers, and 4 Muscle Slivers in tandem with playsets of Galerider and Crystalline make the deck efficient and bomb-y enough. Add in Ponder, Brainstorm, and Spell Pierce or Mana Leak, and you have yourself the core of a solid meathooks deck.
I know the OP says to only run 3 Winged Slivers, but I think Galerider's 1 CMC makes it a 4-of. The deck lacks a solid, non-Aether Vial 1-drop otherwise.
Thanks, this is some great advice. I tested out my deck today with a few friends. An aggro deck beat me hands-down, I should've beaten a buddy's pauper deck (I kept forgetting to do certain things, too rusty), and I narrowly lost the third game. With your tips and some tightening-up, I should be able to win a game or two next time around.
Here's the casual meathooks deck that has been working wonderfully for me:
4 Crystalline Sliver
4 Muscle Sliver
4 Predatory Sliver
4 Sinew Sliver
4 Galerider Sliver
Counters (8)
4 Spell Pierce
2 Mana Leak
1 Negate
1 Essence Scatter
4 Brainstorm
3 Ponder
Removal (4)
4 Swords to Plowshares
Card that makes many casuals scoop (1)
1 Worship
Land (20)
4 Seachrome Coast
4 Razorverge Thicket
2 Seaside Citadel
6 Island
2 Plains
2 Forest
Brainstorm and Ponder carry too much utility to put into words. If I get Crystalline + Worship online, a lot of decks scoop if they don't have Enchantment hate. The 8 counters give it more staying power against control and the ability to disrupt aggro long enough to assemble a devastating mid-game.
A simple but effective deck. All-in-all one of my favorite casual adaptations of a legacy deck. (Note that the 4th Ed printings of StP are super cheap in comparison, like ~$2.)
I'd recommend shopping through tcgplayer and using their cart optimizer to save the most money.
Also, I haven't seen any posts in all the reading I've done about using Glimpse of Nature with Gemhide Sliver or Manaweft Sliver to basically lay out an army. I know that basically taps you out and makes you vulnerable to a *** or other mass removal, but if you don't you have just created formidable army.
I was told that Æther Vials would be too slow, but I've played Merfolk and think this is a must have in any competitive type sliver deck, but I had a question about Mutavaults. Playing a rainbow deck I'd assume that this might hinder plays if you're lacking the color you need early on because it only taps for colorless? Unless you have mana slivers ofc.