Another card you can add is Steely Resolve, it's cheaper than Crystalline and is able to protect your critters, but then you should not play Harmonic Sliver MD, or soon or later you'll be forced to destroy your own Enchantment. You must be very wise when playing with Harmonic and Resolve MD.
I've being thinking (yeay, props on me! :D), you can still keep it G/W/R (and cards that you already have), into a budget range and still have a fine deck, here is what i've came up with your list:
Don't know what you face, if you don't face huge creatures 4/4-5/5, then you can play Sunlance over Condemn.
Helix is really a cheap and good spell, i'd grab some. You can kill creatures to clean the board, hit opponent to reduce their life to the red zone, and gain some life in the process.
When your paychecks allows you to switch to G/W/U, then you can just dig into Legacy forum, and copy and paste their list, that is the best Slivers can do for now (we never know when slivers can come back).
Just to inform that the Legacy list don't run Quick Sliver/Harmonic Sliver, but AEther Vial instead, here is what U/W/g Slivers run:
That must be helpful to spend your paychecks in a good way.
If i'm going to buy something, AEther Vial is always a nice add to any tribal/creature based deck.
The mana base (fetch and duals) and the counter core (FoW, Stifle, Daze, Spell Snare) of the legacy deck is really expensive (not to mention Crystalline Sliver), so maybe a "not go" right now, specially if it's a deck to face your friends, and you have no intent to face the Legacy field.
'til there, Quick Sliver gives the deck the Legacy "feeling" on the deck, and Harmonic Sliver screws many decks around, specially on the Legacy field where artifacts are the basement of most decks. While 2-headed gives an scent of evasion that Winged does, and finally, since your deck won't be great on mana base, Gemhide might help to fix, but running more than 2, seems to screw your beating power.
Hope that helps you in some way, figuring out what deck to build now.
Alright, this deck has been sitting around for a while, and I'm starting to realize how many holes it's got in it.
I'd like to cut a color so I can at least get it down to three and focus it up a little bit more.
I'm not sure at this point if I'd like to go more aggro or more control. I feel like aggro would center more around red slivers (Magma Sliver here's looking at you), which I might be ok with. That would leave me cutting U or W.
The control version I would probably drop R and take it the Bant route that halted suggested earlier.
Which version do you think is more effective as a deck overall? How do aggro slivers perform compared to control?
Countersliver has an overall power at it's favor, but mostly if you use the expensive cards like Vial, Fow, Stifle, Daze, Standstill, Crystalline.
W/G/R is very solid too, usually not as strong as counterslivers, but it's more budget, and has some tools to make it a solid build without spending tons.
There is also the 5c combo slivers, but alot weaker compared to these mentioned decks.
I believe you can make the deck that fits your taste, make your pick and i'll try to fix it to your deck, taking in account your budget.
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"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
I've seen the W/U/G deck, and i'm not a big fan of control anyways. I'm interested in what the aggro slivers would look like. What sort of support cards would you recommend? As it stand now I think I'm running all creature cards, which is admittedly pretty boring. I'd like to spice it up, and I wouldn't say no to including Magma Sliver. Seems like he might be fun. =)
homing sliver i believe is the key to your deck. It allows you to search up any sliver, since that ability transfers to every sliver so..........you dont have to run 4 of each =)
Heres is a good win combo Mayael's Aria with Magma Sliver
at the beginning of your upkeep tap allyour slivers to boost one so that it is past 20 power and then Mayael's Aria kicks in and you win the game.
I'm interested in what the aggro slivers would look like. What sort of support cards would you recommend? As it stand now I think I'm running all creature cards, which is admittedly pretty boring. I'd like to spice it up, and I wouldn't say no to including Magma Sliver. Seems like he might be fun. =)
Which colors you're thinking to use, each color demands a proper support.
I don't know what you consider spicing up, but definitly Magma Sliver is not something like it (at least to me).
The cards i've suggested a pretty much what is used, but if you give any tips of where you wanna take the deck, it might be easier to help you (just if it's something different from what i offered, what i might consider a real possibility since you're thinking about Magma Sliver)
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"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
I'd like to keep the deck aggro, but add some flavor to it, in the form of...well, not only creature spells. My sliver deck just feels like, attack, play slivers, rinse, repeat until your opp is dead.
Maybe throw in some fun support cards that give me a little more flexibility. If this just isn't possible/feasible in aggro, I'd be open to fun suggestions in control or combo as well. I'm not intentionally trying to sound vague, but I might have to come to the realization that slivers are boring. If that's the case, I'll just build a new deck. =P
There really isn't much "flavor" or "spice" you can give to an aggro sliver deck. Aggro decks in general are pretty straightforward, but aggro slivers give you even less tricks up your sleeve. The process is drop slivers, attack, and drop more. swarm attack and win.
Your cards for support are going to be things like swords to plowshares for removal, hull breach to remove enchantments, maybe oblivion ring for utility... not really much direction you can go here. No point in trying to take it in other directions, as by definition, aggro slivers - aggro in general, really - wants you attack quickly and end the game before the opponent can stablize.
I'd say ward sliver is amazing if you can get maybe two out and stop most decks. Urza's incubator can help with the aggro theme. If you want to stick at more than two colors, you may want rupture spire.
I'd say ward sliver is amazing if you can get maybe two out and stop most decks. Urza's incubator can help with the aggro theme. If you want to stick at more than two colors, you may want rupture spire.
All of the good slivers either have two different colored mana symbols in their casting cost, or they have 1 and a colored mana symbol, meaning the incubator really doesn't do much. And rupture spire is pretty bad for a sliver deck. Most slivers cost 2 mana, and spending your second turn to play rupture spire, which comes into play tapped and requires another mana to even bring into play, means you tap out on your most important turn and cast nothing. Ancient Ziggurat or any number of dual/tri/pain lands would probably be better in this situation.
Ok, so after a long while and finally getting tired of having a weird sliver deck I revisited it the other day and tried to focus it up a little more with the slivers I had on hand. Here's what I ended up with.
Bumped the lands down to 22. Running Terramorphics and basics. I could pick up a better manabase, but between the Sphere's and the Gemhides I don't have issues.
I've being thinking (yeay, props on me! :D), you can still keep it G/W/R (and cards that you already have), into a budget range and still have a fine deck, here is what i've came up with your list:
04 Jungle Shrine
04 Naya Panorama
02 Mountain
04 Forest
06 Plains
// CREATURES (24)
04 Sidewinder Sliver
04 Virulent Sliver
04 Sinew Sliver
04 Muscle Sliver
03 Two-Headed Sliver
03 Quick Sliver
02 Gemhide Sliver
04 Mana Tithe
04 Condemn
04 Steely Resolve
04 Lightning Helix
04 Relic of Progenitus
03 Root Sliver
03 Quilled Sliver
03 Harmonic Sliver
02 Spined Sliver
Don't know what you face, if you don't face huge creatures 4/4-5/5, then you can play Sunlance over Condemn.
Helix is really a cheap and good spell, i'd grab some. You can kill creatures to clean the board, hit opponent to reduce their life to the red zone, and gain some life in the process.
When your paychecks allows you to switch to G/W/U, then you can just dig into Legacy forum, and copy and paste their list, that is the best Slivers can do for now (we never know when slivers can come back).
Just to inform that the Legacy list don't run Quick Sliver/Harmonic Sliver, but AEther Vial instead, here is what U/W/g Slivers run:
04 Flooded Strand
04 Tropical Island
04 Tundra
04 Mutavault
02 Polluted Delta
04 Plated Sliver
04 Sinew Sliver
04 Muscle Sliver
04 Crystalline Sliver
03 Winged Sliver
04 Daze
04 Swords to Plowshares
04 Force of Will
04 AEther Vial
04 Brainstorm
03 Ponder
That must be helpful to spend your paychecks in a good way.
If i'm going to buy something, AEther Vial is always a nice add to any tribal/creature based deck.
The mana base (fetch and duals) and the counter core (FoW, Stifle, Daze, Spell Snare) of the legacy deck is really expensive (not to mention Crystalline Sliver), so maybe a "not go" right now, specially if it's a deck to face your friends, and you have no intent to face the Legacy field.
'til there, Quick Sliver gives the deck the Legacy "feeling" on the deck, and Harmonic Sliver screws many decks around, specially on the Legacy field where artifacts are the basement of most decks. While 2-headed gives an scent of evasion that Winged does, and finally, since your deck won't be great on mana base, Gemhide might help to fix, but running more than 2, seems to screw your beating power.
Hope that helps you in some way, figuring out what deck to build now.
Any ideas on what to drop to be able to add these in? Should I run 4-ofs?
Casual:
RG - Elemental Aggro
WGR - Slivers
GW - Cat Equipment
G - CIP Combo
Repopulate is an option but it sucks.
Currently Playing:
I'd like to cut a color so I can at least get it down to three and focus it up a little bit more.
I'm not sure at this point if I'd like to go more aggro or more control. I feel like aggro would center more around red slivers (Magma Sliver here's looking at you), which I might be ok with. That would leave me cutting U or W.
The control version I would probably drop R and take it the Bant route that halted suggested earlier.
Which version do you think is more effective as a deck overall? How do aggro slivers perform compared to control?
Casual:
RG - Elemental Aggro
WGR - Slivers
GW - Cat Equipment
G - CIP Combo
W/G/R is very solid too, usually not as strong as counterslivers, but it's more budget, and has some tools to make it a solid build without spending tons.
There is also the 5c combo slivers, but alot weaker compared to these mentioned decks.
I believe you can make the deck that fits your taste, make your pick and i'll try to fix it to your deck, taking in account your budget.
Casual:
RG - Elemental Aggro
WGR - Slivers
GW - Cat Equipment
G - CIP Combo
Mayael's Aria with Magma Sliver
at the beginning of your upkeep tap allyour slivers to boost one so that it is past 20 power and then Mayael's Aria kicks in and you win the game.
EDH
GWSigarda, Host of EnchantressGW[Primer]
Which colors you're thinking to use, each color demands a proper support.
If you take W/G/R route: Steely Resolve, Path to Exile (creature removal), Mana Tithe, Hull Breach...
Creatures for aggro: Sidewinder Sliver, Might Sliver, Sinew Sliver, Spined Sliver, Two-Headed Sliver, Quick Sliver.
I don't know what you consider spicing up, but definitly Magma Sliver is not something like it (at least to me).
The cards i've suggested a pretty much what is used, but if you give any tips of where you wanna take the deck, it might be easier to help you (just if it's something different from what i offered, what i might consider a real possibility since you're thinking about Magma Sliver)
Maybe throw in some fun support cards that give me a little more flexibility. If this just isn't possible/feasible in aggro, I'd be open to fun suggestions in control or combo as well. I'm not intentionally trying to sound vague, but I might have to come to the realization that slivers are boring. If that's the case, I'll just build a new deck. =P
Casual:
RG - Elemental Aggro
WGR - Slivers
GW - Cat Equipment
G - CIP Combo
Your cards for support are going to be things like swords to plowshares for removal, hull breach to remove enchantments, maybe oblivion ring for utility... not really much direction you can go here. No point in trying to take it in other directions, as by definition, aggro slivers - aggro in general, really - wants you attack quickly and end the game before the opponent can stablize.
Currently Playing:
All of the good slivers either have two different colored mana symbols in their casting cost, or they have 1 and a colored mana symbol, meaning the incubator really doesn't do much. And rupture spire is pretty bad for a sliver deck. Most slivers cost 2 mana, and spending your second turn to play rupture spire, which comes into play tapped and requires another mana to even bring into play, means you tap out on your most important turn and cast nothing. Ancient Ziggurat or any number of dual/tri/pain lands would probably be better in this situation.
Currently Playing:
4 Plated Sliver
4 Sidewinder Sliver
4 Muscle Sliver
4 Sinew Sliver
4 Gemhide Sliver
4 Quick Sliver
2 Heart Sliver
4 Hunter Sliver
2 Might Sliver
2 Fury Sliver
4 Chromatic Sphere
4 Harmonic Sliver
2 Root Sliver
2 Ward Sliver
Bumped the lands down to 22. Running Terramorphics and basics. I could pick up a better manabase, but between the Sphere's and the Gemhides I don't have issues.
I like the synergy between Sidewinder Sliver and Hunter Sliver. I do have a playset of Spined Sliver I could squeeze in there somewhere.
As suggested earlier, I do have a playset of Oblivion Ring I'm not using that could go in, or possibly Steely Resolve?
Any other comments or suggestions you guys have? Thanks in advance.
warned for necroing.
blut
Casual:
RG - Elemental Aggro
WGR - Slivers
GW - Cat Equipment
G - CIP Combo