Lands base:
It's expensive, but you'll never be in short of the needed color.
for budget vivids, filters, and various other rainbow lands can work well but are a little slower. This mana base allows me to fetch any color I need.
The fetch lands grab the revised duals. the shock lands I play mostly tapped only shocking me when I need them (hardly ever fetch for them).
The m10/11 lands just have good synergy with the land base, since they hardly ever come in play tapped.
global ruin: works to your benfit with this land base. You can save 5 dual lands to help keep your mana diversity while screwing your opponents.
Collective restraint: domain cards work well in this deck I can drop this turn for and most of the time have them paying 5 per creature to attack me.
Slivers die a lot. A LOT. In every place I've played (EDH is just about all I play anymore) someone will see you drop Overlord and start killing you quick. Most good EDH games are 4 player, ideally, and when you start snagging someone's guys, you're going to need to dominate all 3 of your opponents or you lose. No one wants to play with the guy stealing their stuff (though it's very fun ), so everyone kills that guy. No one wants to play against the guy that's running a bunch of infinite stuff, either...so everyone kills that guy. The point is, there are 2 deck types that work in this format: 1:The kind that eases its way in, not dropping a ton of threats, then brings in a victory either with steady dmg or with a combo (usually out of nowhere). 2: The kind that drops threat after threat after threat, but controls the board so viciously that they win anyway. You don't see the third deck type winning...they're the guys who lay lots of threats but can't do anything about their opponents...don't be that guy.
Now, in your area, maybe you don't have a lot of competition, in which case this would be a great deck and very fun...but after you stomp people repeatedly, they won't really want to play with you anymore...
One suggestion would be Ghostway, but that's only 1 card. How do you handle the aforementioned problem?
I made a similar version of your deck, only that I've subbed out some of the enchants and artifacts for stuff like Ghostway, Force of Will, Eldrazi Monument, Counterspell in hopes of stopping mass clears. Anyone else has anything to add?
1 Sliver Hivelord
LEGENDARY: (3)
1 Sliver Legion
1 Sliver Overlord
1 Sliver Queen
SLIVERS: (40)
(1)
1 Galerider Sliver
1 Striking Sliver
(2)
1 Muscle Sliver
1 Predatory Sliver
1 Sinew Sliver
1 Diffusion Sliver
1 Leeching Sliver
1 venom sliver
1 Winged Sliver
1 hibernation sliver
1 Spinneret Sliver
1 Manaweft Sliver
1 Gemhide Sliver
1 Crystalline Sliver
1 Darkheart Sliver
1 Heart Sliver
1 Hunter Sliver
1 Sentinel Sliver
1 Talon Sliver
1 Two-headed Sliver
(3)
1 Adaptive Automaton
1 Sedge Sliver
1 Syphon Sliver
1 Necrotic Sliver
1 Harmonic Sliver
1 Homing Sliver
1 Horned Sliver
1 Mirror Entity
1 Taurean Mauler
1 Shifting Sliver
1 Bonescythe Sliver
1 Magma Sliver
1 Telekinetic Sliver
1 toxin sliver
(5)
1 Psionic Sliver
1 Ward Sliver
(6)
1 Constricting Sliver
ARTIFACTS: (3)
1 chromatic lantern
1 commander'ssphere
1 Konda's Banner
1 Obelisk of urd
Enchantments: (11)
1 survival of the fittest
1 Sterling Grove
1 Shared Triumph
1 Oversold Cemetery
1 Steely Resolve
1 Mayael's Aria
1 Shared Animosity
1 Descendant's Path
1 Spirit of resistance
1 Call to the kindred
1 Collective Resistance
Sorceries: (7)
1 Global Ruin
1 Patriarch's bidding
1 Green Sun's Zenith
1 demonic tutor
1 worldly tutor
1 wrath of god
1 damnation
1 blasphemous act
LANDS: (35)
1 Watery Grave
1 Blood Crypt
1 Breeding Pool
1 Godless Shrine
1 Hallowed Fountain
1 Overgrown Tomb
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 volcanic island
1 tundra
1 taiga
1 savanna
1 badlands
1 tropical island
1 underground sea
1 Scrubland
1 Plateau
1 bayou
1 Arid Mesa
1 Verdant Catacombs
1 Marsh Flats
1 Misty Rainforest
1 Scalding Tarn
1 blood stained mire
1 windswept heath
1 polluted delta
1 wooded foothill
1 flooded strand
1 Mutavault
1 Sliver Hive
1 Cavern of Souls
1 Command Tower
1 Mana Confluence
1 city of brass
How it works:
AGGRO:
1 beastmaster ascension
1 Aggravated assault
1 door of destinies
1 dormant sliver
1 harsh mercy
1 Plated Sliver
1 Sidewinder Sliver
1 crypt sliver
Lands base:
It's expensive, but you'll never be in short of the needed color.
for budget vivids, filters, and various other rainbow lands can work well but are a little slower. This mana base allows me to fetch any color I need.
The fetch lands grab the revised duals. the shock lands I play mostly tapped only shocking me when I need them (hardly ever fetch for them).
The m10/11 lands just have good synergy with the land base, since they hardly ever come in play tapped.
global ruin: works to your benfit with this land base. You can save 5 dual lands to help keep your mana diversity while screwing your opponents.
Collective restraint: domain cards work well in this deck I can drop this turn for and most of the time have them paying 5 per creature to attack me.
R Grenzo, Havoc Raiser
BG Varolz, the scar-striped
Now, in your area, maybe you don't have a lot of competition, in which case this would be a great deck and very fun...but after you stomp people repeatedly, they won't really want to play with you anymore...
Finally, slivers are kinda slow...good luck.
What are you gonna do about board sweeps??
Wrath of God, Rout, Day of Judgement, Pernicious Deed, Damnation, Oblivion Stone etc
One suggestion would be Ghostway, but that's only 1 card. How do you handle the aforementioned problem?
I made a similar version of your deck, only that I've subbed out some of the enchants and artifacts for stuff like Ghostway, Force of Will, Eldrazi Monument, Counterspell in hopes of stopping mass clears. Anyone else has anything to add?
Iwamori says "Just Bring It!"
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Sygg, River Guide and his merry merrowmen UB
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