This is a Sliver Overlord deck that utilizes both of its commander's activated abilities. It certainly has the ability to combo out via Sliver Queen, but focuses mainly on summoning up a sliver for any occasion from its toolbox, and stealing creatures to generally making life difficult for other players. Most games eventually become archenemy, but that's OK when you've got an army of unrelenting slivers at your command. It would optimally run 10x revised duals, but I'm using 10x shocklands for budgetary reasons. I'll keep my most up-to-date list in post #1. Other posts show the development of the deck.
(*) indicates "bottom-5 card in the main deck"
(**) indicates "top-5 card in the sideboard"
for 5 cards I'm considering swapping.
I'm pretty new to Magic and to building a deck from scratch... so I could really use some help.
(Warning: work in progress; please ignore obvious typos, broken links, incomplete info, etc)
I'm building an aggro sliver deck for multi-player EDH. I've been reading other sliver EDH builds here and elsewhere on the web, and have some ideas... but I'm having trouble focusing on a theme and/or getting it down to just 99 cards. I started off considering which slivers to include, and I still have too many - need to cut out ~ 10 of them. Then I considered what lands I'll need, and I'm pretty happy in that category but would still welcome criticism.
It's really the non-sliver creatures (mostly changelings), artifacts & enchantments, and sorceries & instants where I need the most help. I think the biggest concern is dealing with Wrath of God/Day of Judgment, so I'll need some recovery. I figured I might also want some spot removal, but not sure how much that matters when your creatures grow like slivers do. I've assembled a pretty big pile of sliver-friendly/EDH-staple cards; now it's mostly a matter of figuring out which fit best in the deck and which should be cut.
Below I have listed pretty much everything I currently have available that I think might be useful. If there's a card that obviously should be there but isn't (staples or something that would kick butt in this deck), I'm certainly interested in recommendations.
I've put [!] next to cards I'd really like to include, but again, please shoot down any that you think they don't belong. I'll explain reasons for some of my favourites after the card list, and then will follow that with a "deck list" (OK, more like "deck and a half list"). Part of the reason for listing everything is to help me keep track of it all... so I've included some extra info on most of the cards (work in progress).
Mirror Entity (2W) (essentially Hivestone with Giant Growth built in)
Primordial Sage (4GG) (probably not needed since I have Sliver Overlord)
Shapesharer (1U) (anti-legend and/or give me another Might Sliver?)
Sliversmith (2) (sliver generator that requires discarding a card)
Taurean Mauler [!] (2R) (quickly becomes a HUGE sliver in multiplayer)
Garruk Wildspeaker [!] (2GG; doesn't go with the theme, but he's a monster in any aggro beat-down deck; his 2nd ability is even better if Hivestone is in play)
I like all of the green slivers, so will be emphasizing green in my choice of lands. Similarly, I'm considering several green aggro beat-down spells and might include Garruk Wildspeaker too. But I should have enough different colours to run anything... even considering Conflux, some Ultimatums, and maybe even Nicol Bolas... just 'cause I can!
@ Hibernation's End: I thought it might be a good way to tutor up a 5-coloured sliver (Sliver Queen or Sliver Legion) in the event that I don't have them in hand and can't get the right lands to hard-cast Sliver Overlord (or he gets put in my library by Bant Charm, etc) and/or need particular non-sliver cards in the mid-game and/or I'm up against a discard deck... but it's a big commitment. I can imagine a dream scenario where I use Hibernation's End to tutor+cast Sliver Legion on turn 10 and then Fury Sliver on turn 11 to secure the win... but that seems awfully slow, and takes away mana on several turns that I might otherwise use on cards in hand. Æther Vial does nearly the same thing (minus the tutoring) at no cost. But I'm a Canuck (eh?), so it's really tough to rule out a card with polar bears on it.
@ Velis-vel tribal instants: I really like these for multiplayer. Playing a sliver deck in multiplayer will probably put a target on my head more times than not, but if I can convince an opponent that we should be allies, I can give his creatures all my sliver bonuses (plus a few more) when he's attacking/blocking a mutual enemy. Or if I'm on my own, I can use them on creatures before I steal them with Overlord (although Amoeboid Changeling does this for free), or on creatures I've previously stolen from opponents (if I don't have Hivestone on the battlefield).
@ dual lands: I'm trying to avoid lands that enter the battlefield tapped. Exceptions might be tri-lands (especially ones that include G) and maybe "Refuges" (life gain gives some compensation for the delay). I might consider getting some pain/shock lands, but they're pretty pricey at the moment (says the guy who picked up Mutavault just 'cause it was "a sliver"). I also have some of the "tainted" dual lands from Torment, but I'm not sure I'll have enough Swamps in my deck to ensure one will be on the battlefield.
@ man-lands: Only useful if I have Hivestone in play or use an appropriate Velis-vel tribal instant, as mentioned above. Probably not worth including (?)... with the obvious except for Mutavault - it's a BEAST (and enters untapped)!
First things first, pick three colors that you want to base the deck around. Going five (IMHO) is asking for way too many chances of mana screw. I'd definitely keep green and probably and black and red maybe? Or keep it green/black?
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Green White are where the best Slivers are. Blue and Red are alright then black are meh. I would go Bant Slivers since they give you the control for long game. Keep the red haste slivers, Magma Sliver, and Sedge for red. And keep Basal for black. Then Black for the mass reanimators. Red for some battle grants and you should have a deck.
Green White are where the best Slivers are. Blue and Red are alright then black are meh. I would go Bant Slivers since they give you the control for long game. Keep the red haste slivers, Magma Sliver, and Sedge for red. And keep Basal for black. Then Black for the mass reanimators. Red for some battle grants and you should have a deck.
I think this is right on! At first I was going to go all Green and White (aside from the legends), but then decided I couldn't survive without some of the Blue, Red, Black, and gold slivers. Then I realized I had so many dual, tri, and WUBRG lands that I thought that mana might not be much of an issue... and then just started picking my favourite slivers by optimizing abilities and CMC (hard to turn down a 1 or 2 drop that comes with value added). But I think prioritizing slivers in the order G>W>U>R>B is a better way to go.
I might cut most of the lands that don't include G or W, and cut back to only the R and B slivers that you mentioned. That might also require cutting several of the gold slivers (any requiring BR, UB, etc). I'll have to take a closer look at them to see what I'd be giving up.
Since I shouldn't need much B, I assume you're recommending Basal (sacrifice sliver for BB) only for the infinite token (or mana) combo with Queen (2: spawn sliver token), Heartstone/Training Grounds (reduce mana cost of creature abilities), and Heart/Reflex/Firewake (haste). That combo, followed by Cautery/Acidic (tap or sacrifice your infinite slivers/tokens to deal damage to players), is an instant wincon assuming each step resolves. That combo is all over the colour wheel (need 2B for Basal, WUBRG for Queen, U for Training Grounds or 3 for Heartstone, 1R for Heart or 3G for Reflex or RG for Firewake, and RW for Cautery or BR for Acidic) - not to mention requires either a lot of luck or a lot of tutoring, plus dodging attackers and board-wiping spells for several turns. I don't know if it would ever be possible to make it happen in a multiplayer game. And besides this combo, I find Basal, Cautery, and Acidic to be pretty useless slivers (sure you can finish off a single/last opponent by sacrificing your remaining slivers, but you generally can't afford to deplete your army like that in a multiplayer game).
Now that mana-screw is on my mind, do you think running Pulmonic (3WW) will be too much of a risk? It's hard to turn down a sliver that gives all slivers Flying AND "destroyed slivers go to top of library instead of graveyard" (sic). And it's certainly not as hard to play as the Queen and Legion.
Now I just need to go through all the other spells/creatures while keeping in mind G>W>U>R>B; i.e. a Black spell has to be REALLY good to warrant including it; slightly more lax on Red and Blue; try to do reanimation through White whenever possible, and use Green everything else: mana ramp, supersizing creatures, etc.
Here is the latest, sorted by CMC and emphasizing the aforementioned colour priorities. Some of the most expensive slivers are Blue, Red, and Black, but by the time I can afford them, I should have those colours... or an Elvish Piper or Joiner Adept.
Points taken. Regarding Coordinated Barrage, I thought it was a cute "tribal" way to remove a big baddie... but I guess the same could be done more cleanly (and without the dependence on sliver numbers) with something like Unmake, Terminate, or Vindicate.
Sidewinder is just cheap (there are only a couple of 1-drop slivers), and any added ability is just a bonus. Watcher, Dorment, and Frenetic shouldn't have been on the list (they're not currently in the physical deck; just a typo - I was copying from an old list in an Excel spreadsheet). Horned costs 3 and is a 2/2 that gives Trample... and it's Green... so it will probably stay.
I don't want to have to deal with Equipment (slivers should be somewhat anonymous and disposable); besides, shroud is a two-edged sword, which is why I was staying away from Whispersilk Cloak. But I threw in Kondo's Banner because it benefits all slivers through the Commander. And I certainly recognize the need to protect my general in some way. Darksteel Plate would certainly do the trick, but again, I'd rather protect all my slivers simultaneously. I really like Asceticism! It's shroud for all slivers without the downsides. I gotta get me one! Fauna Shaman and All Suns' Dawn would also work really well in this deck.
I have a Divining Top. Not sure I want to use up a spot for it, though. I don't see it being that powerful in this deck.
Slivers I'd cut:
spitting sliver (talon sliver >>>)
talon sliver (you don't really need FS anyway)
reflex sliver (firewake/heart >>)
either firewake/heart sliver (you only need 1)
poultice/clot sliver (crypt >>>>)
sidewinder sliver (too weak to be worth tutoring, or drawing)
muscle/sinew sliver (same...if you want to deal lethal with a huge horde, you want legion. you'll never tutor for this guy, and his effect probably won't get much done before a wrath kills him. He's great for 20 life, small games, but for big multiplayer it's not really worth it imo)
spinneret sliver (winged >>>>)
two-headed sliver (shifting sliver >>>>)
victual sliver (essence >>>>>)
horned sliver (anything >>>>)
sedge sliver (you have 1 swamp, and crypt >>> (since your black mana won't be a lot))
fungus sliver (legion >>>)
might sliver (legion >>>>)
those are the ones I would cut for sure.
your sideboard i would cut except for these, which rock:
crypt (best regen sliver)
hibernation sliver (really good wrath protection. really really good. use with essence sliver to regain the life. Should be one of your first tutors)
necrotic sliver (are you kidding me? You'd sac it to gain 4 measely life with victual but not for instant-speed anything-removal? It's like the best sliver EVER)
magma sliver (maaaybe...it's not as good as legion but it is cheaper)
put at least crypt/hibernation/necrotic into maindeck. now.
does that help at all?
EDIT: also, you might think about hunter sliver. It's a nifty way to get rid of the enemy's utility creatures.
Slivers I'd cut:
spitting sliver (talon sliver >>>)
talon sliver (you don't really need FS anyway)
reflex sliver (firewake/heart >>)
either firewake/heart sliver (you only need 1)
poultice/clot sliver (crypt >>>>)
sidewinder sliver (too weak to be worth tutoring, or drawing)
muscle/sinew sliver (same...if you want to deal lethal with a huge horde, you want legion. you'll never tutor for this guy, and his effect probably won't get much done before a wrath kills him. He's great for 20 life, small games, but for big multiplayer it's not really worth it imo)
spinneret sliver (winged >>>>)
two-headed sliver (shifting sliver >>>>)
victual sliver (essence >>>>>)
horned sliver (anything >>>>)
sedge sliver (you have 1 swamp, and crypt >>> (since your black mana won't be a lot))
fungus sliver (legion >>>)
might sliver (legion >>>>)
those are the ones I would cut for sure.
your sideboard i would cut except for these, which rock:
crypt (best regen sliver)
hibernation sliver (really good wrath protection. really really good. use with essence sliver to regain the life. Should be one of your first tutors)
necrotic sliver (are you kidding me? You'd sac it to gain 4 measely life with victual but not for instant-speed anything-removal? It's like the best sliver EVER)
magma sliver (maaaybe...it's not as good as legion but it is cheaper)
put at least crypt/hibernation/necrotic into maindeck. now.
does that help at all?
EDIT: also, you might think about hunter sliver. It's a nifty way to get rid of the enemy's utility creatures.
I'll look at this again when it's not 4:30am (where did the time go?)... but I'll just say that I intentionally doubled-up on some effects (some slivers are gonna die / get sacrificed / get discarded), and you can't depend that heavily on Sliver Legion. It's not indestructible and will certainly be a HUGE target when it hits the battlefield (if it resolves).
As for Necrotic, that was an accident. I removed it for the mana cost (had typed in UB), but that's a typo; should be WB, which will certainly be easier to muster if I add some Plains. Victual was kept for its cost, not its abilities. Speaking of which, how many basic lands do I need, anyway? I could easily put 40 non-basic lands in this deck.
I'll look at this again when it's not 4:30am (where did the time go?)... but I'll just say that I intentionally doubled-up on some effects (some slivers are gonna die / get sacrificed / get discarded), and you can't depend that heavily on Sliver Legion. It's not indestructible and will certainly be a HUGE target when it hits the battlefield (if it resolves).
As for Necrotic, that was an accident. I removed it for the mana cost (had typed in UB), but that's a typo; should be WB, which will certainly be easier to muster if I add some Plains. Victual was kept for its cost, not its abilities. Speaking of which, how many basic lands do I need, anyway? I could easily put 40 non-basic lands in this deck.
lands kinda depend on whether you want to run land-ramp or artifact-ramp. I usually run a basic of each type so i can get them with ramp effects, and the rest nonbasic, for 5 color.
I would say put hibernation sliver in your maindeck (DO IT) and always fetch it ASAP. That gives your slivers (including legion) nigh-invincibility in terms of getting killed by other people, especially with root sliver tagging along. If you want to sac slivers, use brood/queen sliver to make tokens, or sac the slivers that aren't very useful in the current situation. The only good sac effect I can see is necrotic, so it's not worth having 15 redundant/subpar slivers just so you'll have stuff to sac. discarding should rarely be an issue, only tutor them when you need them. Plus...most of the effects you doubled-up on aren't necessary. Regeneration isn't useful enough that you need garbage slivers like poultice in there.
victual sliver needs to go. he's basically a 2/2 vanilla sliver. That's terrible for EDH. get rid of it.
If I were you, I'd think "If I had just cast sliver overlord, what slivers am I going to tutor for?" Then get rid of the slivers you never find yourself tutoring for. I think all the slivers I listed will be on that list. Then fill the empty spots with stuff that can stop any potentially problematic things for your deck. I'd definitely run some counterspells to stop wraths and whatnot. Hibernation sliver is amazing but he should be a last resort.
@ darcanegel: Many many good points in both your posts. I've got to change my mindset from a 60-card deck with 4-card playsets of my best 5 or 6 1-on-1 creatures so I can draw them, and start thinking that the only way I'm going to pull a given powerful creature from a 100-card deck is to tutor for it.
That said, I'm now thinking about which slivers I'd tutor for first. I'd probably go with Root Sliver (sliver spells can't be countered) followed by Hibernation Sliver (dodge wrath), and then Crystalline Sliver (shroud), assuming I don't already have an enchantment giving an equivalent to shroud; e.g. Asceticism - which gives both regenerate for 1G and shroud without the drawback. If I go with Crystalline, I might want to avoid slivers that "target" other slivers... in which case Clot Sliver >>> Crypt Sliver for regeneration. Or perhaps Sedge Sliver is even better, but I'd need a (basic) swamp in play and need access to lots of B... which might not be the case. Once I have all those defenses in place, I'd go for Sliver Legion to pump up their power/toughness, and then get Sliver Queen or Shifting Sliver.
In summary, regeneration is a very low priority (might come in handy for early blocking, but that's about it), so unless I draw it, I'm probably not going to seek it out. Also, I need more tutoring (Worldly Tutor, Demonic Tutor, etc) so I have a chance at getting started before Overlord enters play, and more land fetching (Rampant Growth, etc) so I can get access to all 5 colours as early as possible. And I definitely need all 5 colours early, as sliver creature spells in the "ideal" chronological order I listed above have costs of 3G (Root), UB (Hibernation), WR (Crystalline), WUBRG (Legion), WUBRG (Queen), and 4U (Shifting). Alternatively, I could go for Ward Sliver (protection; costs 4W) instead of Hibernation, and declare protection from White - or maybe Black in the very rare case that nobody is running a general with White. That eliminates any DoJ/*** worries, and might be easier to cast than Hibernation, depending on my mana pool at the time.
*edit* I'm an idiot.
OK, back to original plan. After I've got sliver spells that can't be countered, some wrath protection, targeted spell protection (shroud), boosted power/toughness, can't be blocked, and a sliver token generator in play (and presumably have been attacking), I'd probably tutor for Necrotic Sliver to take out any creatures I don't like. Or instead I could tutor for Amoeboid Changeling and steal them. That's certainly preferable if I have Hivestone in play, since they'd keep their sliver creature type past the end of turn.
What key slivers am I missing (in this post)? Maybe tutor for Brood Sliver as soon as Shifting Sliver is in play? That pretty much gives me free slivers each turn. Maybe grab Fury Sliver to go for the kill? Or if I'm being teamed up on and face an ever-growing army of non-sliver creatures that outnumber mine, maybe grab Synchronous Sliver (vigilance) so I can swing and block with the same slivers each turn?
@ darcanegel: Many many good points in both your posts. I've got to change my mindset from a 60-card deck with 4-card playsets of my best 5 or 6 1-on-1 creatures so I can draw them, and start thinking that the only way I'm going to pull a given powerful creature from a 100-card deck is to tutor for it.
That said, I'm now thinking about which slivers I'd tutor for first. I'd probably go with Root Sliver (sliver spells can't be countered) followed by Hibernation Sliver (dodge wrath), and then Crystalline Sliver (shroud), assuming I don't already have an enchantment giving an equivalent to shroud; e.g. Asceticism - which gives both regenerate for 1G and shroud without the drawback. If I go with Crystalline, I might want to avoid slivers that "target" other slivers... in which case Clot Sliver >>> Crypt Sliver for regeneration. Or perhaps Sedge Sliver is even better, but I'd need a (basic) swamp in play and need access to lots of B... which might not be the case. Once I have all those defenses in place, I'd go for Sliver Legion to pump up their power/toughness, and then get Sliver Queen or Shifting Sliver.
In summary, regeneration is a very low priority (might come in handy for early blocking, but that's about it), so unless I draw it, I'm probably not going to seek it out. Also, I need more tutoring (Worldly Tutor, Demonic Tutor, etc) so I have a chance at getting started before Overlord enters play, and more land fetching (Rampant Growth, etc) so I can get access to all 5 colours as early as possible. And I definitely need all 5 colours early, as sliver creature spells in the "ideal" chronological order I listed above have costs of 3G (Root), UB (Hibernation), WR (Crystalline), WUBRG (Legion), WUBRG (Queen), and 4U (Shifting). Alternatively, I could go for Ward Sliver (protection; costs 4W) instead of Hibernation, and declare protection from White - or maybe Black in the very rare case that nobody is running a general with White. That eliminates any DoJ/*** worries, and might be easier to cast than Hibernation, depending on my mana pool at the time.
That's got me to thinking... is there an easy way to bounce Ward Sliver a few times so I can get protection from every colour for all my slivers? The protection doesn't go away when Ward Sliver is destroyed... Maybe sacrifice it, and then reanimate it? It would be like having an army of (miniature) Progenitus's!
*edit* Doh!! Just checked the ruling on "protection", and it doesn't work against ***/DoJ. 'Guess I'll have to stick with Hibernating Sliver. But bouncing Ward would still be cool if I had the mana and time to do it.
OK, back to original plan. After I've got sliver spells that can't be countered, some wrath protection, targeted spell protection (shroud), boosted power/toughness, can't be blocked, and a sliver token generator in play (and presumably have been attacking), I'd probably tutor for Necrotic Sliver to take out any creatures I don't like. Or instead I could tutor for Amoeboid Changeling and steal them. That's certainly preferable if I have Hivestone in play, since they'd keep their sliver creature type past the end of turn.
What key slivers am I missing (in this post)? Maybe tutor for Brood Sliver as soon as Shifting Sliver is in play? That pretty much gives me free slivers each turn. Maybe grab Fury Sliver to go for the kill? Or if I'm being teamed up on and face an ever-growing army of non-sliver creatures that outnumber mine, maybe grab Synchronous Sliver (vigilance) so I can swing and block with the same slivers each turn?
Erm...what makes you think ward sliver abilities don't go away? Unless you know some reeeaaaallly weird combo, I'm pretty sure they do...
as far as crypt vs clot...hmm, tough call. The problem is that leaving mana open sorta sucks for a deck that wants to keep tapping out EOT for sliver overlord's tutor ability, if someone kills stuff in response, you're screwed. Hibernation sliver does provide a good, manaless backup though for anything short of sudden death (hence why it's so good). If you just left crystalline sliver out of the equation and used ward sliver instead, you could still regenerate your creatures just fine for the most part, protect them from the most dangerous stuff, and still bounce them as backup protection. Up to you, though, they're both ok choices.
mirror entity > hivestone. it's tutorable.
As far as your master plan, it seems pretty good for a small (2-3 player) game. For a longer game, I'd go something like:
root (if necessary)
hibernation
gemhide
necrotic (or possibly toxin)
brood
shifting
essence
(probably winged in there if you're getting hit by flyers, especially flying generals if you can't kill them)
legion (legion should probably always be your last play)
go go gadget slivers!
But that doesn't mean slivers like crystalline, ward, or anything else left out of this particular plan are bad. This is sort of a "best case scenario" playbook. If someone has out hecatomb + death pits of rath or something, you can't really afford to keep bouncing them with hibernation or you'll never get anything done, so crystalline or ward will be great to toolbox out. if someone has a child of alara deck and keeps nuking the board, you might want to tutor for some haste so you can attack ASAP after you replay your slivers. On the other hand, you're probably never going to feel like you REALLY need first strike, even if you're up against glissa you can just necrotic sliver her to death. So try to pick slivers that are either part of your "best case scenario" like sliver legion, or slivers that can help solve problematic situations (like crystalline). That would be how I would go about making your list.
That reminds me, I was thinking about using Mirror Entity with Peer Pressure. It's more of a shapeshifter combo than anything to do with slivers, but it would be a nasty way to steal ALL of an opponent's elves or humans or dragons or... whatever there are enough of to make it worthwhile. Heck, it could be used to steal generals - perfect if 2 or more share a creature type. (I know "legendary" isn't a creature type)
As far as your master plan, it seems pretty good for a small (2-3 player) game. For a longer game, I'd go something like:
root (if necessary)
hibernation
gemhide
necrotic (or possibly toxin)
brood
shifting
essence
(probably winged in there if you're getting hit by flyers, especially flying generals if you can't kill them)
legion (legion should probably always be your last play)
go go gadget slivers!
But that doesn't mean slivers like crystalline, ward, or anything else left out of this particular plan are bad. This is sort of a "best case scenario" playbook. If someone has out hecatomb + death pits of rath or something, you can't really afford to keep bouncing them with hibernation or you'll never get anything done, so crystalline or ward will be great to toolbox out. if someone has a child of alara deck and keeps nuking the board, you might want to tutor for some haste so you can attack ASAP after you replay your slivers. On the other hand, you're probably never going to feel like you REALLY need first strike, even if you're up against glissa you can just necrotic sliver her to death. So try to pick slivers that are either part of your "best case scenario" like sliver legion, or slivers that can help solve problematic situations (like crystalline). That would be how I would go about making your list.
Thanks a lot for all your help. I'll try to revise the deck - and find a way to get to 100 cards + sideboard - this weekend.
Actually, let me revise what I said about crystalline - you should get that every game. The problem with hibernation is that people can just target it with, say, terminate. If you bounce it, then they nuke and kill everything else while you can't bounce them (because hibernation is in your hand). If you bounce all your slivers, then they don't do anything, and you just wasted tons of mana and life. With crystalline, if they've got a global nuke, you can bounce everything at once, and their targeted removal won't do anything, so they can't force hibernation to your hand that way. So yeah, crystalline sliver every time.
Alternately, you could do quick sliver, but then you have to make sure you have the mana to recast hibernation in response to the wrath, then bounce everything. Crystalline is simpler, but quick is still good.
This deck needs intruder alarm . You can win on one turn if you add this card into your deck. Basically the combo is to have training grounds , intruder alarm , sliver legion , heart sliver, and gemhide sliver. You basically can tutor all your slivers, generate infinite mana, generate infinite silver from silver queen, attack for the win or add fireball for the win or some sort of combo.
Your first tutor must be crystalline sliver to protect gemhide sliver, sliver legion, and heart sliver (the important pieces to this combo; or course they can just destroy intruder alarm and stop the whole thing but lets say the only have creature removal spell at the moment) plus have all the pieces in play from the above paragraph.
Once a sliver enters the battelfield, announce the intruder alarm trigger and tap all your silvers for mana including the one that just enter the battlefield. Next tutor for dormant sliver and repeat. Rinse and repeat this process to have enough mana to cast sliver queen to start making tokens. You'll draw your whole deck and fire a huge fireball or combo of your choice for the win.
I use to have a sliver deck. It was basically this combo. Enjoy!
This deck needs intruder alarm . You can win on one turn if you add this card into your deck. Basically the combo is to have training grounds , intruder alarm , sliver legion , heart sliver, and gemhide sliver. You basically can tutor all your slivers, generate infinite mana, generate infinite silver from silver queen, attack for the win or add fireball for the win or some sort of combo.
Your first tutor must be crystalline sliver to protect gemhide sliver, sliver legion, and heart sliver (the important pieces to this combo; or course they can just destroy intruder alarm and stop the whole thing but lets say the only have creature removal spell at the moment) plus have all the pieces in play from the above paragraph.
Once a sliver enters the battelfield, announce the intruder alarm trigger and tap all your silvers for mana including the one that just enter the battlefield. Next tutor for dormant sliver and repeat. Rinse and repeat this process to have enough mana to cast sliver queen to start making tokens. You'll draw your whole deck and fire a huge fireball or combo of your choice for the win.
I use to have a sliver deck. It was basically this combo. Enjoy!
that's a way unecessarily complicated combo. you can go infinite with basal sliver + gemhide sliver + hasty sliver + sliver queen, and all those are tutorable.
Someone posted a combo slivers deck, there's a lot of other 2-4 piece combos involving sliver queen.
I just searched and found a variation on that combo (here). Intruder Alarm might be worthwhile, but I'd have to tutor for it with something like Demonic Tutor, etc.
Basically you just need Gemhide Sliver and Sliver Overlord, plus one or two others (probably best to have Root Sliver so you don't get countered in the process). You tap slivers + up to 1 land for mana, tutor for a cheap (1 mana?) sliver with the Overlord, then cast it. That untaps all slivers. Then you repeat, this time able to tutor for a sliver that costs one more mana. Keep repeating until you've got every sliver in play (or at least every sliver you need to win). Then run whatever combo you want (e.g. infinite slivers via Sliver Queen, then sacrifice them via Acidic Sliver) to auto-win.
If you're heart's set on aggro, I don't think this will work, but you could do a sort of counter sliver varient shifted toward control. You could run alot of reanimation engines like Volrath's Stronhold, Emeria, and Genesis, to get your slivers back from the grave. The thing about slivers is that they beg you to over-extend. There for I'd suggest a strong counterbase to try to keep wrath's off of you. Force of Will, Hinder, etc. I suggest a total of about 15-17 Counters. Next, I suggest running some reanimator engines. Genesis, Stronghold, and Emeria are good engines, but Emeria requires alot of plains so we'll cut that. We're at Genesis and Stronghold so far. Regrowth, Eternal Witness, All Suns' Dawn, and Praetor's Councel are all good reanimation spells. I'd suggest making a gatherer search for "return card hand". I suggest about 12 reanimation spells. Now we're at about 30 cards. I suggest about 7-10 solid ramp spells, to keep your manabase strong. Now we're at about 35-40 We're going to need some removal to get blockers out of the way of our slivers, so I'd say 7-10 spot removal spells. Now we're at about 40-45/65-70 ish spells. I think you should run a pretty low curve, capping at about 5-6, with a couple exceptions. I say about 5-7 Tutors would be good. Intuition, Demonic Tutor, Diabolic Tutor, Gamble, Wordly Tutor, Chord Calling, and Green Sun's Zenith, and conflux are good options. Make sure you fit Survival of the Fittest and Fauna Shaman in there. Survival a Sliver, get genesis, survival genesis for the sliver you want. Next turn get back the sliver you discarded. Now we're at about 50 Spells. Include your 20 top slivers and get going. The reason you only need 30 lands is because you're running a top at 5 curve in addition to 10 ramp. Try to run 2-1 ramp, and continuing ramp. 2 Examples would be Journeyer's Kite, and Kodama's Reach. Both ramp 2 lands. If you run 10 of those, you should hit 1 by turn 3-4 on average. Running 30 lands means every every 3 1/3 card you draw should be land. That means in your opening hand, you should draw 2-3 Lands. By turn three you should have drawn another 3 lands, in which case you'll probably draw a land by then. By turn 4 you should draw a ramp spell, so that'll get you your 5 lands to cast your general/ hit the top of your curve. Well that's my suggestion for a deck list.
Here are some of the best slivers
I'd run Crystaline
Dormant
Firewake
Frenetic
Harmonic
Hibernation
Opaline
Fury
Heart
2- Headed
Brood
Gemhide
Might
Root
Virulent
Shifting
Telekenetic
Winged
Pulmonic
Clot
Crypt
Queen
Legion
Necrotic
The reason I think Domant is good is because while you're recovering, if they do land wrath, it makes the process very fast. Then, by the time you're ready you can untap, use some of your spot removal on it that you drew, and swing in. Nobody will expect you to be packing a way to kill it yourself. That's why I suggest High Market, Phyrexian Tower, and Miren the Moaning Well in your manabase.
EDH is a format of control. I think your gameplan should be to resolve an overlord and lay down virulent + evasion. Ignore most of the powerup slivers.
The reason I think Domant is good is because while you're recovering, if they do land wrath, it makes the process very fast. Then, by the time you're ready you can untap, use some of your spot removal on it that you drew, and swing in. Nobody will expect you to be packing a way to kill it yourself. That's why I suggest High Market, Phyrexian Tower, and Miren the Moaning Well in your manabase.
If I run Dormant Sliver, there are lots of ways to sacrifice it (via other sliver abilities), so no need to add colourless-mana lands that don't serve other worthy uses. But I have other methods of wrath recovery, so I'm not sure I want Dormant in the main deck... although it is conveniently tutorable by Sliver Overlord compared to other options that might be harder to access.
Also, I'm trying to avoid cards that cost > $20 (besides the few I already have), so probably have to rule out Survival of the Fittest, Mox's, etc. I might make an exception for Primeval Titan 'cause it would make a great cube card even if I don't end up using it in this EDH deck (or if I don't get a lot of use out of the EDH deck). Hmmm... I guess the same could be said for the others, too...
Actually... how would I protect Primeval Titan? Assuming I don't have a Hivestone or Asceticism in play at the time, I might have to move an equipment (Darksteel Plate or Lightning Greaves) to him, 'cause otherwise he's got a big target on his chest. Or tutor for Mirror Entity before playing him, and hit it every turn, but that could get expensive. Besides, by the time I can get Primeval Titan in play, I might not be desperate for lands anyway. But he has the upside of tutoring for non-basic lands...
The only problem with "indestructible slivers" is that Eldrazi Monument itself isn't indestructible. Is there a way to protect an artifact? (besides Elspeth, Knight-Errant's -8)?
The only problem with "indestructible slivers" is that Eldrazi Monument itself isn't indestructible. Is there a way to protect an artifact? (besides Elspeth, Knight-Errant's -8)?
Indomitable Archangel and Leonin Abunas should help you. There are other instances that would give your some permanents you control shroud. You just would have to do an advance search on it.
Interesting, I considered taking a counterslivers approach to overlord too, and it looks like you've got a pretty good backbone so I'll just help on the specific cuts.
counters:
cut
cryptic command, too much blue for 5-color.
mana leak, too useless late-game.
repulse isn't a counterspell
remand (i think?), too ineffective.
condescend, forces you to leave too much mana open.
desertion, overwhelming intellect, draining whelk. they want so much mana open. you'll probably get more mileage out of your own creature than someone else's with desertion, intellect is too specific and expensive and you've got better ways to draw, and draining whelk is just terrible unless you really go out of your way to abuse him with blink effects.
add: dream fracture, it's like dismiss but cheaper and with a small downside. I run it over dismiss.
removal:
cut
oblivion ring, sorcery speed removal targeted removal sucks.
treva's charm, its alt options suck and it can't handle utility creatures.
aura shards, just because harmonic sliver does the same job and is easier to protect. if you want backup, pack another recursion spell for harmonic sliver.
crosis's charm, it's ok but not great imo.
add: oblation, instant-speed, targets almost anything, tucks generals, can be used as draw to tuck a soon-dead sliver (to tutor again later), cheap too.
mana:
cut
terrain generator, you know it's basic only right?
gemstone mine, it's more of a short-game card.
add: kor haven, it's better than mystifying maze fo sho mistveil plains possibly, for sliver recursion
also, you may want to figure out how much of each color you use, and tailor your manabase to that. you're probably using a lot of blue, so you'll want a lot of U/X lands (and probably not many R/X lands) for example.
other cuts...
cairn wanderer, doesn't get abilities from slivers in the graveyard in case you thought it did.
mob justice, it only kills one person at best, it's just not good.
acidic sliver, just not good, use psionic sliver if you want direction damage
hivestone, mirror entity is better, it's tutorable and protected by slivers.
elvish piper, your creatures are pretty cheap as it is, i don't see the point.
belbe's portal, same thing. 3 is more than a lot of your slivers.
add:
if you want creature cheating, try cryptic gateway. way better than belbe's portal.
that's all I've got, it's a pretty enormous list, though, it's easier to go through it once it's been pared down some. I still think you should have fewer slivers.
I haven't had much chance to work on it this week, and I'll be away this weekend, but next week I'll cut LOTS.
I got to thinking about land destruction, and decided that I'd put a few cards that can answer LD in my sideboard, along with excess counterspells and answers to board wipe.
P.S. @ cairn wanderer: My understanding is it gains abilities of all creatures in all graveyards. I know that it won't gain buried sliver abilities since they are generally of the form "this sliver gives all slivers an ability" (sic), but it would still be a sliver that get abilities from all other dead creatures - and there's sure to be something good in somebody's graveyard in a multiplayer game.
I kept Muscle Sliver in for one reason: duplication via tokens (e.g. Followed Footsteps, Rite of Replication, etc). Most sliver abilities don't stack, and you can't duplicate legends (sliver legion, sliver queen), so the best sliver to mimic (imho) would be muscle. This way, if I happen to draw a footsteps/rite or other duplication card, I can tutor for Muscle, put him in play, and duplicate him. Otherwise, Taurean Mauler could be a good candidate, but I'd rather have an army of fatties than two fatties.
I also moved the Velis Vel cards to the "creature stealing" section. They can either be used on other players' turns to help them attack a mutual enemy (by making them slivers and inheriting all the sliver bonuses), or on my turn to steal opponent "slivers"; yes, Amoeboid Changeling does it, but gets tapped in the process. I could use a Velis Vel card or Unnatural Selection for the second steal of a turn.
I removed and/or moved some non-sliver utility creatures to the side board, as I'd like to cut some cards that don't fit with the theme. The deck should have an creepy, evil, ominous feel to it - reminiscent of Aliens / Starship Troopers type creatures. There shouldn't be any elves / birds / faeries / pretty things, wherever possible... except maybe Fauna Shaman; she looks pretty evil for an elf, in a witch doctor sort of way. But I guess I'm a little hypocritical if I'm considering Garruk Wildspeaker, Elspeth Tirel, Coalition Relic, Worldly Tutor, Marshall's Anthem, etc., etc., etc.
I'm not too worried about being U-deprived in terms of mana. I fully expect to have Gemhide Sliver in play - and hopefully some recursion spells in hand - long before I need access to counterspells. I just have a lot of counterspells in the deck because it's hard to tutor for them, so I'll be relying on drawing them. But I added Arcane Sanctum to help with the U (and B/). I'll be in a better place to tailor the mana base once I've got the rest of the deck figured out.
Still over 160 cards. Definitely need to cut some of the tutors (probably will dump Enlightened Tutor, as I don't have it and it's not particularly affordable). And I still have more counters than I need. I might be able to drop some counters based on the amount of recursion, and vice versa.
1x Sliver Overlord (foil)
Creatures (23)
Slivers - 18
1x Crystalline Sliver (foil)
1x Essence Sliver (foil)
1x Fury Sliver (foil)
1x Gemhide Sliver (foil)
1x Harmonic Sliver (foil)
1x Heart Sliver (foil)
1x Hibernation Sliver (foil)
1x Homing Sliver (foil)
1x Necrotic Sliver (foil)
1x Psionic Sliver (foil)
1x Pulmonic Sliver (foil)
1x Quick Sliver (foil)
1x Sedge Sliver (foil) (*)
1x Shifting Sliver (foil)
1x Sliver Legion (foil)
1x Sliver Queen
1x Synapse Sliver (foil)
1x Ward Sliver (foil)
1x Amoeboid Changeling (foil)
1x Mirror Entity
1x Taurean Mauler
1x Memnarch (*)
1x Vedalken AEthermage (*)
Artifacts (13)
Mana rocks - 6
1x Coalition Relic
1x Darksteel Ingot (foil)
1x Fellwar Stone
1x Manalith
1x Prismatic Lens (foil)
1x Sol Ring (Judge foil)
1x AEther Vial (FTV foil)
1x Crucible of Worlds
1x Door of Destinies (FNM foil)
1x Eldrazi Monument (foil)
1x Mycosynth Lattice (foil)
1x Sensei's Divining Top (Jap)
1x Urza's Incubator
Enchantments (11)
1x Asceticism (foil)
1x Hunting Grounds (foil)
1x Intruder Alarm (foil)
1x Maelstrom Nexus
1x Mana Echoes
1x Oversold Cemetery
1x Phyrexian Arena (foil)
1x Prismatic Omen (foil)
1x Trace of Abundance (foil)
1x Training Grounds (foil)
1x Unnatural Selection
Instants (2)
1x Shields of Velis Vel (foil)
1x Vampiric Tutor (foil)
1x All Suns' Dawn (foil)
1x Aphetto Dredging (foil)
1x Channel the Suns (foil)
1x Conflux
1x Demonic Tutor (DD-DvD)
1x Diabolic Tutor (foil)
1x Genesis Wave (foil)
1x Green Sun's Zenith
1x Patriarch's Bidding
1x Peer Pressure
1x Plague Wind (*)
1x Primal Command
1x World at War (*)
Lands (37)
Fetch - 10
1x Arid Mesa
1x Bloodstained Mire
1x Flooded Strand
1x Marsh Flats
1x Misty Rainforest
1x Polluted Delta
1x Scalding Tarn
1x Verdant Catacombs
1x Windswept Heath
1x Wooded Foothills
1x Blood Crypt
1x Breeding Pool
1x Godless Shrine
1x Hallowed Fountain
1x Overgrown Tomb
1x Sacred Foundry
1x Steam Vents
1x Stomping Ground
1x Temple Garden
1x Watery Grave
1x Forest (foil)
1x Island (foil)
1x Mountain (foil)
1x Plains (foil)
1x Swamp (foil)
1x Ancient Ziggurat (foil)
1x City of Brass (foil)
1x Command Tower
1x Crystal Quarry
1x Exotic Orchard (foil)
1x Gemstone Caverns (foil)
1x Glimmervoid (foil)
1x Reflecting Pool
1x Thran Quarry
1x Academy Ruins
1x Strip Mine (FTV foil)
1x Volrath's Stronghold
1x Acidic Sliver (foil)
1x All Is Dust
1x Basal Sliver (foil)
1x Blades of Velis Vel (foil)
1x Brood Sliver (foil) (**)
1x Crypt Sliver (foil) (**)
1x Cryptic Gateway (foil)
1x Forbidden Orchard
1x Frenetic Sliver (foil) (**)
1x Fungus Sliver (foil)
1x Ghostflame Sliver (foil)
1x Harsh Mercy
1x Heartstone (foil)
1x Hibernation's End
1x Hivestone (foil)
1x Insurrection
1x Kaleidostone (foil)
1x Magma Sliver (foil)
1x Mutavault
1x Not of this World
1x Obelisk of Alara (FNM foil)
1x Praetor's Counsel
1x Prophetic Prism
1x Root Sliver (foil)
1x Sphere of the Suns (foil)
1x Toxin Sliver (foil)
1x Trickery Charm (foil)
1x Virulent Sliver (foil)
1x Wasteland (**)
1x Wild Pair (foil) (**)
(*) indicates "bottom-5 card in the main deck"
(**) indicates "top-5 card in the sideboard"
for 5 cards I'm considering swapping.
(Warning: work in progress; please ignore obvious typos, broken links, incomplete info, etc)
I'm building an aggro sliver deck for multi-player EDH. I've been reading other sliver EDH builds here and elsewhere on the web, and have some ideas... but I'm having trouble focusing on a theme and/or getting it down to just 99 cards. I started off considering which slivers to include, and I still have too many - need to cut out ~ 10 of them. Then I considered what lands I'll need, and I'm pretty happy in that category but would still welcome criticism.
It's really the non-sliver creatures (mostly changelings), artifacts & enchantments, and sorceries & instants where I need the most help. I think the biggest concern is dealing with Wrath of God/Day of Judgment, so I'll need some recovery. I figured I might also want some spot removal, but not sure how much that matters when your creatures grow like slivers do. I've assembled a pretty big pile of sliver-friendly/EDH-staple cards; now it's mostly a matter of figuring out which fit best in the deck and which should be cut.
Below I have listed pretty much everything I currently have available that I think might be useful. If there's a card that obviously should be there but isn't (staples or something that would kick butt in this deck), I'm certainly interested in recommendations.
I've put [!] next to cards I'd really like to include, but again, please shoot down any that you think they don't belong. I'll explain reasons for some of my favourites after the card list, and then will follow that with a "deck list" (OK, more like "deck and a half list"). Part of the reason for listing everything is to help me keep track of it all... so I've included some extra info on most of the cards (work in progress).
(yes, that's ALL of them)
I like all of the green slivers, so will be emphasizing green in my choice of lands. Similarly, I'm considering several green aggro beat-down spells and might include Garruk Wildspeaker too. But I should have enough different colours to run anything... even considering Conflux, some Ultimatums, and maybe even Nicol Bolas... just 'cause I can!
@ Hibernation's End: I thought it might be a good way to tutor up a 5-coloured sliver (Sliver Queen or Sliver Legion) in the event that I don't have them in hand and can't get the right lands to hard-cast Sliver Overlord (or he gets put in my library by Bant Charm, etc) and/or need particular non-sliver cards in the mid-game and/or I'm up against a discard deck... but it's a big commitment. I can imagine a dream scenario where I use Hibernation's End to tutor+cast Sliver Legion on turn 10 and then Fury Sliver on turn 11 to secure the win... but that seems awfully slow, and takes away mana on several turns that I might otherwise use on cards in hand. Æther Vial does nearly the same thing (minus the tutoring) at no cost. But I'm a Canuck (eh?), so it's really tough to rule out a card with polar bears on it.
@ Velis-vel tribal instants: I really like these for multiplayer. Playing a sliver deck in multiplayer will probably put a target on my head more times than not, but if I can convince an opponent that we should be allies, I can give his creatures all my sliver bonuses (plus a few more) when he's attacking/blocking a mutual enemy. Or if I'm on my own, I can use them on creatures before I steal them with Overlord (although Amoeboid Changeling does this for free), or on creatures I've previously stolen from opponents (if I don't have Hivestone on the battlefield).
@ dual lands: I'm trying to avoid lands that enter the battlefield tapped. Exceptions might be tri-lands (especially ones that include G) and maybe "Refuges" (life gain gives some compensation for the delay). I might consider getting some pain/shock lands, but they're pretty pricey at the moment (says the guy who picked up Mutavault just 'cause it was "a sliver"). I also have some of the "tainted" dual lands from Torment, but I'm not sure I'll have enough Swamps in my deck to ensure one will be on the battlefield.
@ man-lands: Only useful if I have Hivestone in play or use an appropriate Velis-vel tribal instant, as mentioned above. Probably not worth including (?)... with the obvious except for Mutavault - it's a BEAST (and enters untapped)!
Should I add Doubling Season? This would let me get more value out of Sliver Queen/Sliversmith, Gemstone Mine, "Vivid" lands, Coalition Relic, and anything else that adds a token or comes with counters. And it would speed up Hibernation's End and Æther Vial... but I'd only be able to play cards with even (or odd) valued CMC (so much for the "Sliver Legion followed by Fury Sliver via Hibernation's End" combo I was dreaming of). But putting Followed Footsteps on Might Sliver with Doubling Season... that would be sick!
There are a few other cards I'd seriously consider adding that I don't currently have (Door of Destinies, Tooth and Nail, Tribal Golem, Cruel Ultimatum)... But I already have too many cards I'd like in the deck!
So here's how it looks so far (TOO MANY CARDS!). I will update it as it evolves. CMC given in parentheses (only starting to consider the mana curve).
1 Sliver Overlord (5)
Lands (40)
1 Ancient Ziggurat
1 Exotic Orchard
1 Gemstone Caverns
1 Gemstone Mine
1 Crystal Quarry
1 Reflecting Pool
1 Thran Quarry
1 Rupture Spire
1 Mutavault
1 Mystifying Maze
1 Strip Mine
1 Rootbound Crag
1 Sunpetal Grove
1 Firelit Thicket
1 Graven Cairns
1 Mystic Gate
1 Sunken Ruins
1 Wooded Bastion
1 Fetid Heath
1 Cascade Bluffs
1 Flooded Grave
1 Rugged Prairie
1 Twilight Mire
1 Vivid Crag
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 Savage Lands
1 Seaside Citadel
1 Evolving Wilds
1 Plains
1 Island
1 Swamp
1 Mountain
5 Forest
Sliver Creatures (51 = too many)
1 Sliver Queen (5)
1 Sliver Legion (5)
1 Acidic Sliver (2)
1 Crystalline Sliver (2)
1 Darkheart Sliver (2)
1 Dementia Sliver (5)
1 Dormant Sliver (4)
1 Firewake Sliver (3)
1 Frenetic Sliver (3)
1 Harmonic Sliver (3)
1 Hibernation Sliver (2)
1 Necrotic Sliver (3)
1 Opaline Sliver (3)
1 Spined Sliver (2)
1 Victual Sliver (2)
1 Magma Sliver (4)
1 Sedge Sliver (3)
1 Fury Sliver (6)
1 Heart Sliver (2)
1 Two-headed Sliver (2)
1 Brood Sliver (5)
1 Fungus Sliver (4)
1 Gemhide Sliver (2)
1 Horned Sliver (3)
1 Might Sliver (5)
1 Muscle Sliver (2)
1 Quick Sliver (2)
1 Reflex Sliver (4)
1 Root Sliver (4)
1 Spinneret Sliver (2)
1 Virulent Sliver (1)
1 Synapse Sliver (5)
1 Shifting Sliver (5)
1 Synchronous Sliver (5)
1 Telekinetic Sliver (5)
1 Winged Sliver (2)
1 Essence Sliver (4)
1 Pulmonic Sliver (5)
1 Poultice Sliver (3)
1 Sidewinder Sliver (1)
1 Sinew Sliver (2)
1 Talon Sliver (2)
1 Ward Sliver (5)
1 Watcher Sliver (4)
1 Toxin Sliver (4)
1 Basal Sliver (3)
1 Clot Sliver (2)
1 Crypt Sliver (2)
1 Frenzy Sliver (2)
1 Spectral Sliver (3)
1 Spitting Sliver (5)
1 Amoeboid Changeling (2)
1 Birds of Paradise (1)
1 Cairn Wanderer (3)
1 Taurean Mauler (3)
Artifacts & Enchantments (20 = too many)
1 Æther Vial (1)
1 Belbe's Portal (5)
1 Coalition Relic (3)
1 Coat of Arms (5)
1 Heartstone (3)
1 Hivestone (2)
1 Konda's Banner (2)
1 Lurking Predators (6)
1 Maelstrom Nexus (5)
1 Mana Echoes (4)
1 Marshal's Anthem (4)
1 Prismatic Omen (2)
1 Riptide Replicator
1 Shared Animosity (3)
1 Shared Triumph (2)
1 Sol Ring (1)
1 Training Grounds (1)
1 Uncontrolled Infestation (2)
1 Unnatural Selection (2)
1 Urza's Incubator (3)
Sorceries & Instants (18 = WAY too many)
1 Aphetto Dredging (4)
1 Blades of Velis Vel (2)
1 Conflux (8)
1 Coordinated Barrage (1)
1 Distant Melody (4)
1 Ghostway (3)
1 Gift of the Gargantuan (3)
1 Mob Justice (2)
1 Overrun (5)
1 Overwhelming Stampede (5)
1 Patriarch's Bidding (5)
1 Rampant Growth (2)
1 Revive the Fallen (2)
1 Second Sunrise (3)
1 Shields of Velis Vel (1)
1 Titanic Ultimatum (7)
1 Tribal Unity (3+X)
1 Wings of Velis Vel (2)
Planeswalkers (1)
1 Garruk Wildspeaker (4)
15 stuff that wouldn't fit in the main deck (help needed!)
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)
Premise II: "Power {tends to} Corrupt" ~ Baron Acton, 1887
Conclusion: "Knowledge Corrupts"
Thank you so much mchief111 for the amazing art!
BUG is the Jund of EDH!
Modern: Jund, Grixis Delver, Bant Eldrazi, TitanShift
Commander: Brago, Yidris, Mizzix, Marath, Atheros, Daretti
I think this is right on! At first I was going to go all Green and White (aside from the legends), but then decided I couldn't survive without some of the Blue, Red, Black, and gold slivers. Then I realized I had so many dual, tri, and WUBRG lands that I thought that mana might not be much of an issue... and then just started picking my favourite slivers by optimizing abilities and CMC (hard to turn down a 1 or 2 drop that comes with value added). But I think prioritizing slivers in the order G>W>U>R>B is a better way to go.
I might cut most of the lands that don't include G or W, and cut back to only the R and B slivers that you mentioned. That might also require cutting several of the gold slivers (any requiring BR, UB, etc). I'll have to take a closer look at them to see what I'd be giving up.
Since I shouldn't need much B, I assume you're recommending Basal (sacrifice sliver for BB) only for the infinite token (or mana) combo with Queen (2: spawn sliver token), Heartstone/Training Grounds (reduce mana cost of creature abilities), and Heart/Reflex/Firewake (haste). That combo, followed by Cautery/Acidic (tap or sacrifice your infinite slivers/tokens to deal damage to players), is an instant wincon assuming each step resolves. That combo is all over the colour wheel (need 2B for Basal, WUBRG for Queen, U for Training Grounds or 3 for Heartstone, 1R for Heart or 3G for Reflex or RG for Firewake, and RW for Cautery or BR for Acidic) - not to mention requires either a lot of luck or a lot of tutoring, plus dodging attackers and board-wiping spells for several turns. I don't know if it would ever be possible to make it happen in a multiplayer game. And besides this combo, I find Basal, Cautery, and Acidic to be pretty useless slivers (sure you can finish off a single/last opponent by sacrificing your remaining slivers, but you generally can't afford to deplete your army like that in a multiplayer game).
Now that mana-screw is on my mind, do you think running Pulmonic (3WW) will be too much of a risk? It's hard to turn down a sliver that gives all slivers Flying AND "destroyed slivers go to top of library instead of graveyard" (sic). And it's certainly not as hard to play as the Queen and Legion.
Now I just need to go through all the other spells/creatures while keeping in mind G>W>U>R>B; i.e. a Black spell has to be REALLY good to warrant including it; slightly more lax on Red and Blue; try to do reanimation through White whenever possible, and use Green everything else: mana ramp, supersizing creatures, etc.
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)
and all the static +x/+x slivers should go next, except the legion. they dont do enough and fall prey to wrath effects to easily.
540 Peasant cube- Gold EditionSomething SpicyWatcher Sliver
Frenzy Sliver
Horned Sliver
Spitting Sliver
Sidewinder Sliver
Coordinated Barrage
Uncontrolled Infestation
Dormant Sliver seems somewhat strange because you have to kill it to be able to kill them.
Lightning Greaves is good way to protect Sliver Overlord, who I imagine is the target of a lot of removal. Or Sliver Queen and Sliver Legion. There is also Asceticism to protect your cute critters. Skullclamp is usually pretty great in aggro. Fauna Shaman is a good way to get the right sliver for the right time.
These are some must include for any deck able to play all five colors, if your budget allows:
Eternal Witness
Regrowth
Demonic Tutor
Swords to Plowshares
All Sun's Dawn
Also, Sensei's Divining Top
1 Sliver Overlord (WUBRG)
Lands (40)
1 Ancient Ziggurat (WUBRG)
1 Exotic Orchard (WUBRG)
1 Gemstone Mine (WUBRG)
1 Crystal Quarry (WUBRG)
1 Reflecting Pool (WUBRG)
1 Thran Quarry (WUBRG)
1 Rupture Spire (WUBRG)
1 Stirring Wildwood (G/W)
1 Sunpetal Grove (G/W)
1 Rootbound Crag (R/G)
1 Wooded Bastion (G/W)
1 Firelit Thicket (R/G)
1 Graven Cairns (B/R)
1 Mystic Gate (W/U)
1 Sunken Ruins (U/B)
1 Fetid Heath (W/B)
1 Cascade Bluffs (U/R)
1 Flooded Grave (G/B)
1 Rugged Prairie (W/R)
1 Twilight Mire (B/G)
1 Vivid Crag (R/WUBRG)
1 Vivid Creek (U/WUBRG)
1 Vivid Grove (G/WUBRG)
1 Vivid Marsh (B/WUBRG)
1 Vivid Meadow (W/WUBRG)
1 Savage Lands (B/R/G)
1 Seaside Citadel (G/W/U)
1 Evolving Wilds (fetch)
1 Gemstone Caverns (M)
1 Mutavault (M)
1 Mystifying Maze (M)
1 Strip Mine (M)
1 Terrain Generator (M)
1 Plains (W)
1 Island (U)
1 Swamp (B)
1 Mountain (R)
3 Forest (G)
Sliver Creatures (39)
1 Virulent Sliver (G)
1 Sidewinder Sliver (W)
1 Gemhide Sliver (1G)
1 Quick Sliver (1G)
1 Muscle Sliver (1G)
1 Spinneret Sliver (1G)
1 Sinew Sliver (1W)
1 Talon Sliver (1W)
1 Heart Sliver (1R)
1 Two-headed Sliver (1R)
1 Winged Sliver (1U)
1 Clot Sliver (1B)
1 Crypt Sliver (1B)
1 Victual Sliver (WG)
1 Crystalline Sliver (WR)
1 Hibernation Sliver (UB)
1 Horned Sliver (2G)
1 Poultice Sliver (2W)
1 Sedge Sliver (2R)
1 Harmonic Sliver (1GW)
1 Firewake Sliver (1RG)
1 Opaline Sliver (1WB)
1 Necrotic Sliver (1WB)
1 Fungus Sliver (3G)
1 Reflex Sliver (3G)
1 Root Sliver (3G)
1 Essence Sliver (3W)
1 Toxin Sliver (3B)
1 Brood Sliver (4G)
1 Might Sliver (4G)
1 Ward Sliver (4W)
1 Synapse Sliver (4U)
1 Shifting Sliver (4U)
1 Synchronous Sliver (4U)
1 Spitting Sliver (4B)
1 Pulmonic Sliver (3WW)
1 Sliver Queen (WUBRG)
1 Sliver Legion (WUBRG)
1 Fury Sliver (5R)
1 Birds of Paradise (G)
1 Joiner Adept (1G)
1 Amoeboid Changeling (1U)
1 Cairn Wanderer (2B)
1 Taurean Mauler (2R)
1 Elvish Piper (3G)
1 Chameleon Colossus (2GG)
Artifacts & Enchantments (18 = too many)
1 Æther Vial (1)
1 Sol Ring (1)
1 Training Grounds (U)
1 Hivestone (2)
1 Konda's Banner (2)
1 Prismatic Omen (1G)
1 Unnatural Selection (1U)
1 Coalition Relic (3)
1 Heartstone (3)
1 Urza's Incubator (3)
1 Shared Animosity (2R)
1 Marshal's Anthem (2WW)
1 Mana Echoes (2RR)
1 Belbe's Portal (5)
1 Coat of Arms (5)
1 Maelstrom Nexus (WUBRG)
1 Lurking Predators (4GG)
1 Mana Reflection (4GG)
Sorceries & Instants (16 = too many)
1 Shields of Velis Vel (W)
1 Coordinated Barrage (W)
1 Rampant Growth (1G)
1 Wings of Velis Vel (1U)
1 Blades of Velis Vel (1R)
1 Mob Justice (1R)
1 Gift of the Gargantuan (2G)
1 Ghostway (2W)
1 Second Sunrise (1WW)
1 Distant Melody (3U)
1 Aphetto Dredging (3B)
1 Tribal Unity (2+X+G)
1 Overwhelming Stampede (3GG)
1 Overrun (2GGG)
1 Patriarch's Bidding (3BB)
1 Titanic Ultimatum (RRGGGWW)
Planeswalkers (1)
1 Garruk Wildspeaker (2GG)
1 Acidic Sliver (BR)
1 Darkheart Sliver (BG)
1 Cautery Sliver (WR)
1 Spined Sliver (RG)
1 Basal Sliver (2B)
1 Magma Sliver (3R)
1 Dormant Sliver (2UG)
1 Dementia Sliver (3UB)
1 Uncontrolled Infestation (1R)
1 Riptide Replicator (4+X)
1 Revive the Fallen (1B)
1 Peer Pressure (3U)
1 Cruel Ultimatum (UUBBBRR)
1 Conflux (3WUBRG)
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)
Points taken. Regarding Coordinated Barrage, I thought it was a cute "tribal" way to remove a big baddie... but I guess the same could be done more cleanly (and without the dependence on sliver numbers) with something like Unmake, Terminate, or Vindicate.
Sidewinder is just cheap (there are only a couple of 1-drop slivers), and any added ability is just a bonus. Watcher, Dorment, and Frenetic shouldn't have been on the list (they're not currently in the physical deck; just a typo - I was copying from an old list in an Excel spreadsheet). Horned costs 3 and is a 2/2 that gives Trample... and it's Green... so it will probably stay.
I don't want to have to deal with Equipment (slivers should be somewhat anonymous and disposable); besides, shroud is a two-edged sword, which is why I was staying away from Whispersilk Cloak. But I threw in Kondo's Banner because it benefits all slivers through the Commander. And I certainly recognize the need to protect my general in some way. Darksteel Plate would certainly do the trick, but again, I'd rather protect all my slivers simultaneously. I really like Asceticism! It's shroud for all slivers without the downsides. I gotta get me one! Fauna Shaman and All Suns' Dawn would also work really well in this deck.
I have a Divining Top. Not sure I want to use up a spot for it, though. I don't see it being that powerful in this deck.
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)
Slivers I'd cut:
spitting sliver (talon sliver >>>)
talon sliver (you don't really need FS anyway)
reflex sliver (firewake/heart >>)
either firewake/heart sliver (you only need 1)
poultice/clot sliver (crypt >>>>)
sidewinder sliver (too weak to be worth tutoring, or drawing)
muscle/sinew sliver (same...if you want to deal lethal with a huge horde, you want legion. you'll never tutor for this guy, and his effect probably won't get much done before a wrath kills him. He's great for 20 life, small games, but for big multiplayer it's not really worth it imo)
spinneret sliver (winged >>>>)
two-headed sliver (shifting sliver >>>>)
victual sliver (essence >>>>>)
horned sliver (anything >>>>)
sedge sliver (you have 1 swamp, and crypt >>> (since your black mana won't be a lot))
fungus sliver (legion >>>)
might sliver (legion >>>>)
those are the ones I would cut for sure.
your sideboard i would cut except for these, which rock:
crypt (best regen sliver)
hibernation sliver (really good wrath protection. really really good. use with essence sliver to regain the life. Should be one of your first tutors)
necrotic sliver (are you kidding me? You'd sac it to gain 4 measely life with victual but not for instant-speed anything-removal? It's like the best sliver EVER)
magma sliver (maaaybe...it's not as good as legion but it is cheaper)
put at least crypt/hibernation/necrotic into maindeck. now.
does that help at all?
EDIT: also, you might think about hunter sliver. It's a nifty way to get rid of the enemy's utility creatures.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
I'll look at this again when it's not 4:30am (where did the time go?)... but I'll just say that I intentionally doubled-up on some effects (some slivers are gonna die / get sacrificed / get discarded), and you can't depend that heavily on Sliver Legion. It's not indestructible and will certainly be a HUGE target when it hits the battlefield (if it resolves).
As for Necrotic, that was an accident. I removed it for the mana cost (had typed in UB), but that's a typo; should be WB, which will certainly be easier to muster if I add some Plains. Victual was kept for its cost, not its abilities. Speaking of which, how many basic lands do I need, anyway? I could easily put 40 non-basic lands in this deck.
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)
lands kinda depend on whether you want to run land-ramp or artifact-ramp. I usually run a basic of each type so i can get them with ramp effects, and the rest nonbasic, for 5 color.
I would say put hibernation sliver in your maindeck (DO IT) and always fetch it ASAP. That gives your slivers (including legion) nigh-invincibility in terms of getting killed by other people, especially with root sliver tagging along. If you want to sac slivers, use brood/queen sliver to make tokens, or sac the slivers that aren't very useful in the current situation. The only good sac effect I can see is necrotic, so it's not worth having 15 redundant/subpar slivers just so you'll have stuff to sac. discarding should rarely be an issue, only tutor them when you need them. Plus...most of the effects you doubled-up on aren't necessary. Regeneration isn't useful enough that you need garbage slivers like poultice in there.
victual sliver needs to go. he's basically a 2/2 vanilla sliver. That's terrible for EDH. get rid of it.
If I were you, I'd think "If I had just cast sliver overlord, what slivers am I going to tutor for?" Then get rid of the slivers you never find yourself tutoring for. I think all the slivers I listed will be on that list. Then fill the empty spots with stuff that can stop any potentially problematic things for your deck. I'd definitely run some counterspells to stop wraths and whatnot. Hibernation sliver is amazing but he should be a last resort.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
That said, I'm now thinking about which slivers I'd tutor for first. I'd probably go with Root Sliver (sliver spells can't be countered) followed by Hibernation Sliver (dodge wrath), and then Crystalline Sliver (shroud), assuming I don't already have an enchantment giving an equivalent to shroud; e.g. Asceticism - which gives both regenerate for 1G and shroud without the drawback. If I go with Crystalline, I might want to avoid slivers that "target" other slivers... in which case Clot Sliver >>> Crypt Sliver for regeneration. Or perhaps Sedge Sliver is even better, but I'd need a (basic) swamp in play and need access to lots of B... which might not be the case. Once I have all those defenses in place, I'd go for Sliver Legion to pump up their power/toughness, and then get Sliver Queen or Shifting Sliver.
In summary, regeneration is a very low priority (might come in handy for early blocking, but that's about it), so unless I draw it, I'm probably not going to seek it out. Also, I need more tutoring (Worldly Tutor, Demonic Tutor, etc) so I have a chance at getting started before Overlord enters play, and more land fetching (Rampant Growth, etc) so I can get access to all 5 colours as early as possible. And I definitely need all 5 colours early, as sliver creature spells in the "ideal" chronological order I listed above have costs of 3G (Root), UB (Hibernation), WR (Crystalline), WUBRG (Legion), WUBRG (Queen), and 4U (Shifting).
Alternatively, I could go for Ward Sliver (protection; costs 4W) instead of Hibernation, and declare protection from White - or maybe Black in the very rare case that nobody is running a general with White. That eliminates any DoJ/*** worries, and might be easier to cast than Hibernation, depending on my mana pool at the time.*edit* I'm an idiot.
OK, back to original plan. After I've got sliver spells that can't be countered, some wrath protection, targeted spell protection (shroud), boosted power/toughness, can't be blocked, and a sliver token generator in play (and presumably have been attacking), I'd probably tutor for Necrotic Sliver to take out any creatures I don't like. Or instead I could tutor for Amoeboid Changeling and steal them. That's certainly preferable if I have Hivestone in play, since they'd keep their sliver creature type past the end of turn.
What key slivers am I missing (in this post)? Maybe tutor for Brood Sliver as soon as Shifting Sliver is in play? That pretty much gives me free slivers each turn. Maybe grab Fury Sliver to go for the kill? Or if I'm being teamed up on and face an ever-growing army of non-sliver creatures that outnumber mine, maybe grab Synchronous Sliver (vigilance) so I can swing and block with the same slivers each turn?
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)
Erm...what makes you think ward sliver abilities don't go away? Unless you know some reeeaaaallly weird combo, I'm pretty sure they do...
as far as crypt vs clot...hmm, tough call. The problem is that leaving mana open sorta sucks for a deck that wants to keep tapping out EOT for sliver overlord's tutor ability, if someone kills stuff in response, you're screwed. Hibernation sliver does provide a good, manaless backup though for anything short of sudden death (hence why it's so good). If you just left crystalline sliver out of the equation and used ward sliver instead, you could still regenerate your creatures just fine for the most part, protect them from the most dangerous stuff, and still bounce them as backup protection. Up to you, though, they're both ok choices.
mirror entity > hivestone. it's tutorable.
As far as your master plan, it seems pretty good for a small (2-3 player) game. For a longer game, I'd go something like:
root (if necessary)
hibernation
gemhide
necrotic (or possibly toxin)
brood
shifting
essence
(probably winged in there if you're getting hit by flyers, especially flying generals if you can't kill them)
legion (legion should probably always be your last play)
go go gadget slivers!
But that doesn't mean slivers like crystalline, ward, or anything else left out of this particular plan are bad. This is sort of a "best case scenario" playbook. If someone has out hecatomb + death pits of rath or something, you can't really afford to keep bouncing them with hibernation or you'll never get anything done, so crystalline or ward will be great to toolbox out. if someone has a child of alara deck and keeps nuking the board, you might want to tutor for some haste so you can attack ASAP after you replay your slivers. On the other hand, you're probably never going to feel like you REALLY need first strike, even if you're up against glissa you can just necrotic sliver her to death. So try to pick slivers that are either part of your "best case scenario" like sliver legion, or slivers that can help solve problematic situations (like crystalline). That would be how I would go about making your list.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
Whoa, don't know what I was smoking. Yes, it definitely goes away when Ward leaves the battlefield.
That reminds me, I was thinking about using Mirror Entity with Peer Pressure. It's more of a shapeshifter combo than anything to do with slivers, but it would be a nasty way to steal ALL of an opponent's elves or humans or dragons or... whatever there are enough of to make it worthwhile. Heck, it could be used to steal generals - perfect if 2 or more share a creature type. (I know "legendary" isn't a creature type)
Thanks a lot for all your help. I'll try to revise the deck - and find a way to get to 100 cards + sideboard - this weekend.
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)
Alternately, you could do quick sliver, but then you have to make sure you have the mana to recast hibernation in response to the wrath, then bounce everything. Crystalline is simpler, but quick is still good.
Sure, not a problem. I used to play slivers back in the day, and I've been toying with the possibility of making an overlord deck. Good luck!
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
Your first tutor must be crystalline sliver to protect gemhide sliver, sliver legion, and heart sliver (the important pieces to this combo; or course they can just destroy intruder alarm and stop the whole thing but lets say the only have creature removal spell at the moment) plus have all the pieces in play from the above paragraph.
Once a sliver enters the battelfield, announce the intruder alarm trigger and tap all your silvers for mana including the one that just enter the battlefield. Next tutor for dormant sliver and repeat. Rinse and repeat this process to have enough mana to cast sliver queen to start making tokens. You'll draw your whole deck and fire a huge fireball or combo of your choice for the win.
I use to have a sliver deck. It was basically this combo. Enjoy!
that's a way unecessarily complicated combo. you can go infinite with basal sliver + gemhide sliver + hasty sliver + sliver queen, and all those are tutorable.
Someone posted a combo slivers deck, there's a lot of other 2-4 piece combos involving sliver queen.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
Basically you just need Gemhide Sliver and Sliver Overlord, plus one or two others (probably best to have Root Sliver so you don't get countered in the process). You tap slivers + up to 1 land for mana, tutor for a cheap (1 mana?) sliver with the Overlord, then cast it. That untaps all slivers. Then you repeat, this time able to tutor for a sliver that costs one more mana. Keep repeating until you've got every sliver in play (or at least every sliver you need to win). Then run whatever combo you want (e.g. infinite slivers via Sliver Queen, then sacrifice them via Acidic Sliver) to auto-win.
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)
Here are some of the best slivers
I'd run Crystaline
Dormant
Firewake
Frenetic
Harmonic
Hibernation
Opaline
Fury
Heart
2- Headed
Brood
Gemhide
Might
Root
Virulent
Shifting
Telekenetic
Winged
Pulmonic
Clot
Crypt
Queen
Legion
Necrotic
The reason I think Domant is good is because while you're recovering, if they do land wrath, it makes the process very fast. Then, by the time you're ready you can untap, use some of your spot removal on it that you drew, and swing in. Nobody will expect you to be packing a way to kill it yourself. That's why I suggest High Market, Phyrexian Tower, and Miren the Moaning Well in your manabase.
EDH is a format of control. I think your gameplan should be to resolve an overlord and lay down virulent + evasion. Ignore most of the powerup slivers.
Thanks to DarkKnightCavalier from Heroes of the Plane Studios for this awesome signature!
1 Sliver Overlord (WUBRG)
Lands (35)
1 Ancient Ziggurat (WUBRG)
1 Exotic Orchard (WUBRG)
1 Gemstone Mine (WUBRG)
1 Crystal Quarry (WUBRG)
1 Reflecting Pool (WUBRG)
1 Thran Quarry (WUBRG)
1 Rupture Spire (WUBRG)
1 Wooded Bastion (G/W)
1 Fire-lit Thicket (R/G)
1 Graven Cairns (B/R)
1 Mystic Gate (W/U)
1 Sunken Ruins (U/B)
1 Fetid Heath (W/B)
1 Cascade Bluffs (U/R)
1 Flooded Grove (G/U)
1 Rugged Prairie (W/R)
1 Twilight Mire (B/G)
1 Vivid Crag (R/WUBRG)
1 Vivid Creek (U/WUBRG)
1 Vivid Grove (G/WUBRG)
1 Vivid Marsh (B/WUBRG)
1 Vivid Meadow (W/WUBRG)
1 Savage Lands (B/R/G)
1 Seaside Citadel (G/W/U)
1 Evolving Wilds (fetch)
1 Gemstone Caverns (M)
1 Mutavault (M)
1 Mystifying Maze (M)
1 Strip Mine (M)
1 Terrain Generator (M)
1 Plains (W)
1 Island (U)
1 Swamp (B)
1 Mountain (R)
1 Forest (G)
Mana Ramp/Fixing (21)
0 Terrain Generator (0)
1 Sol Ring (1)
1 Expedition Map (1)
1 Birds of Paradise (G)
1 Training Grounds (U)
1 Journeyer's Kite (2)
1 Gemhide Sliver (1G)
1 Joiner Adept (1G)
1 Khalni Heart Expedition (1G)
1 Prismatic Omen (1G)
1 Rampant Growth (1G)
1 Coalition Relic (3)
1 Heartstone (3)
1 Darksteel Ingot (3)
1 Cultivate (2G)
1 Harrow (2G)
1 Kodama's Reach (2G)
1 Garruk Wildspeaker (2GG, +1 ability)
1 Thran Dynamo (4)
1 Mana Echoes (2RR)
1 Mana Reflection (4GG)
1 Primeval Titan (4GG)
Tutors/Drawing (21)
1 Sensei's Divining Top (1)
1 Wordly Tutor (G)
1 Enlightened Tutor (W)
1 Trickery Charm (U)
1 Survival of the Fittest (1G)
1 Fauna Shaman (1G)
1 Demonic Tutor (1B)
1 Idyllic Tutor (2W)
1 Gift of the Gargantuan (2G)
1 Opaline Sliver (1WB)
1 Esper Charm (WUB)
1 Distant Melody (3U)
1 Insidious Dreams (3B)
1 Dormant Sliver (2UG)
1 Diabolic Tutor (2BB)
1 Citanul Flute (5)
1 Synapse Sliver (4U)
1 Primal Command (3GG)
1 Tooth and Nail (5GG)
1 Liliana Vess (3BB, -2 ability)
1 Conflux (3WUBRG)
Protection/Evasion (14)
0 Mystifying Maze (0)
1 Lightning Greaves (2; for Overlord if no Plate)
1 Dawn Charm (1W)
1 Crypt Sliver (1B)
1 Crystalline Sliver (WR)
1 Hibernation Sliver (UB)
1 Darksteel Plate (3; for Overlord)
1 Ghostway (2W)
1 Sedge Sliver (2R)
1 Rith's Charm (RGW)
1 Root Sliver (3G)
1 Eldrazi Monument (5)
1 Genesis (4G)
1 Ward Sliver (4W)
1 Asceticism (3GG)
Recursion (16)
1 Volrath's Stronghold (0)
1 Regrowth (1G)
1 Evolution Charm (1G)
1 Oversold Cemetery (1B)
1 Victimize (2B)
1 Second Sunrise (1WW)
1 Darigaaz's Charm (BRG)
1 Naya Charm (RGW)
1 Aphetto Dredging (3B)
1 Profane Command (BB+X)
1 Marshal's Anthem (2WW)
1 All Suns' Dawn (4G)
1 Restock (3GG)
1 Beacon of Unrest (3BB)
1 Patriarch's Bidding (3BB)
0 Liliana Vess (3BB, -8 ability)
1 Praetor's Counsel (5GGG)
1 Swords to Plowshares (W)
1 Harmonic Sliver (1GW)
1 Aura Shards (1GW)
1 Necrotic Sliver (1WB)
1 Oblivion Ring (2W)
1 Repulse (2U; draws a card)
1 Bant Charm (GWU)
1 Crosis's Charm (UBR)
1 Jund Charm (BRG)
1 Treva's Charm (GWU)
Counters (22)
1 Mana Leak (1U)
1 Trickbind (1U)
1 Arcane Denial (1U)
1 Negate (1U)
1 Remand (1U)
1 Counterspell (UU)
1 Muddle the Mixture (UU)
1 Condescend (U+X; includes scry)
1 Hinder (1UU)
1 Forbid (1UU)
1 Dissipate (1UU)
1 Dromar's Charm (WUB)
1 Voidslime (GUU)
1 Rewind (2UU)
1 Dismiss (2UU)
1 Mindbreak Trap (2UU, or 0)
1 Cryptic Command (1UUU; too expensive?)
1 Desertion (3UU)
1 Overwhelming Intellect (4UU)
1 Draining Whelk (4UU)
1 Timestop (4UU)
1 Commandeer (5UU)
Cooperation (3)
1 Shields of Velis Vel (W)
1 Wings of Velis Vel (1U)
1 Blades of Velis Vel (1R)
Creature Cheating/Stealing (11)
1 Æther Vial (1)
1 Hivestone (2)
1 Amoeboid Changeling (1U)
1 Unnatural Selection (1U)
1 Urza's Incubator (3)
1 Mirror Entity (2W)
1 Elvish Piper (3G)
1 Peer Pressure (3U)
1 Belbe's Portal (5)
1 Maelstrom Nexus (WUBRG)
1 Lurking Predators (4GG)
0 Tooth and Nail (5GG)
Aggro/Utility Creatures (15)
1 Virulent Sliver (G)
1 Quick Sliver (1G)
1 Sinew Sliver (1W)
1 Talon Sliver (1W)
1 Heart Sliver (1R)
1 Winged Sliver (1U)
1 Taurean Mauler (2R)
1 Cairn Wanderer (2B)
1 Firewake Sliver (1RG)
1 Essence Sliver (3W)
1 Toxin Sliver (3B)
1 Brood Sliver (4G)
1 Might Sliver (4G)
1 Synchronous Sliver (4U)
1 Pulmonic Sliver (3WW)
Wincons (15)
1 Mob Justice (1R)
1 Acidic Sliver (BR)
1 Shared Animosity (2R)
1 Intruder Alarm (2B)
1 Door of Destinies (4)
0 Garruk Wildspeaker (2GG, -4 ability)
1 Tribal Unity (2G+X)
1 Coat of Arms (5)
1 Shifting Sliver (4U)
1 Psionic Sliver (4U; better than Acidic in multiplayer?)
1 Overwhelming Stampede (3GG)
0 Liliana Vess (3BB, -8 ability)
1 Overrun (2GGG)
1 Fury Sliver (5R)
1 Sliver Legion (WUBRG)
1 Sliver Queen (WUBRG)
1 Titanic Ultimatum (RRGGGWW)
1 Urborg, Tomb of Yawgmoth (0; fixes Sedge Sliver)
1 Sidewinder Sliver (W)
1 Sliversmith (2)
1 Life from the Loam (1G)
1 Uncontrolled Infestation (1R)
1 Two-headed Sliver (1R)
1 Nameless Inversion (1B)
1 Darkheart Sliver (BG)
1 Spined Sliver (RG)
1 Basal Sliver (2B)
1 Fungus Sliver (3G)
1 Magma Sliver (3R)
1 Elspeth, Knight-Errant (2WW)
1 Telekinetic Sliver (2BB)
1 Dementia Sliver (3UB)
1 Riptide Replicator (4+X)
1 Sorin Markov (3BBB)
1 Legacy Weapon (7)
"0" indicates it is already in the list, but falls into 2 or more categories.
*edit* Just added 18 counterspells... obviously I don't need that many, but needed a list to choose from.
My main deck is bigger than when I started (183?). Help me cut more stuff.
P.S. Any non-sliver cards I don't use in this deck are going into a draft cube, 'cause some of these cards are awesome in or out of the deck.
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)
If I run Dormant Sliver, there are lots of ways to sacrifice it (via other sliver abilities), so no need to add colourless-mana lands that don't serve other worthy uses. But I have other methods of wrath recovery, so I'm not sure I want Dormant in the main deck... although it is conveniently tutorable by Sliver Overlord compared to other options that might be harder to access.
Also, I'm trying to avoid cards that cost > $20 (besides the few I already have), so probably have to rule out Survival of the Fittest, Mox's, etc. I might make an exception for Primeval Titan 'cause it would make a great cube card even if I don't end up using it in this EDH deck (or if I don't get a lot of use out of the EDH deck). Hmmm... I guess the same could be said for the others, too...
Actually... how would I protect Primeval Titan? Assuming I don't have a Hivestone or Asceticism in play at the time, I might have to move an equipment (Darksteel Plate or Lightning Greaves) to him, 'cause otherwise he's got a big target on his chest. Or tutor for Mirror Entity before playing him, and hit it every turn, but that could get expensive. Besides, by the time I can get Primeval Titan in play, I might not be desperate for lands anyway. But he has the upside of tutoring for non-basic lands...
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)
The only problem with "indestructible slivers" is that Eldrazi Monument itself isn't indestructible. Is there a way to protect an artifact? (besides Elspeth, Knight-Errant's -8)?
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)
Indomitable Archangel and Leonin Abunas should help you. There are other instances that would give your some permanents you control shroud. You just would have to do an advance search on it.
counters:
cut
cryptic command, too much blue for 5-color.
mana leak, too useless late-game.
repulse isn't a counterspell
remand (i think?), too ineffective.
condescend, forces you to leave too much mana open.
desertion, overwhelming intellect, draining whelk. they want so much mana open. you'll probably get more mileage out of your own creature than someone else's with desertion, intellect is too specific and expensive and you've got better ways to draw, and draining whelk is just terrible unless you really go out of your way to abuse him with blink effects.
add:
dream fracture, it's like dismiss but cheaper and with a small downside. I run it over dismiss.
removal:
cut
oblivion ring, sorcery speed removal targeted removal sucks.
treva's charm, its alt options suck and it can't handle utility creatures.
aura shards, just because harmonic sliver does the same job and is easier to protect. if you want backup, pack another recursion spell for harmonic sliver.
crosis's charm, it's ok but not great imo.
add:
oblation, instant-speed, targets almost anything, tucks generals, can be used as draw to tuck a soon-dead sliver (to tutor again later), cheap too.
mana:
cut
terrain generator, you know it's basic only right?
gemstone mine, it's more of a short-game card.
add:
kor haven, it's better than mystifying maze fo sho
mistveil plains possibly, for sliver recursion
also, you may want to figure out how much of each color you use, and tailor your manabase to that. you're probably using a lot of blue, so you'll want a lot of U/X lands (and probably not many R/X lands) for example.
other cuts...
cairn wanderer, doesn't get abilities from slivers in the graveyard in case you thought it did.
mob justice, it only kills one person at best, it's just not good.
acidic sliver, just not good, use psionic sliver if you want direction damage
hivestone, mirror entity is better, it's tutorable and protected by slivers.
elvish piper, your creatures are pretty cheap as it is, i don't see the point.
belbe's portal, same thing. 3 is more than a lot of your slivers.
add:
if you want creature cheating, try cryptic gateway. way better than belbe's portal.
that's all I've got, it's a pretty enormous list, though, it's easier to go through it once it's been pared down some. I still think you should have fewer slivers.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
I got to thinking about land destruction, and decided that I'd put a few cards that can answer LD in my sideboard, along with excess counterspells and answers to board wipe.
1 Sliver Overlord (WUBRG)
Lands (35)
1 Ancient Ziggurat (WUBRG)
1 Exotic Orchard (WUBRG)
1 Crystal Quarry (WUBRG)
1 Reflecting Pool (WUBRG)
1 Thran Quarry (WUBRG)
1 Rupture Spire (WUBRG)
1 Vivid Meadow (W/UBRG)
1 Vivid Creek (U/WBRG)
1 Vivid Marsh (B/WURG)
1 Vivid Crag (R/WUBG)
1 Vivid Grove (G/WUBR)
1 Wooded Bastion (G/W)
1 Fire-lit Thicket (R/G)
1 Graven Cairns (B/R)
1 Mystic Gate (W/U)
1 Sunken Ruins (U/B)
1 Fetid Heath (W/B)
1 Cascade Bluffs (U/R)
1 Flooded Grove (G/U)
1 Rugged Prairie (W/R)
1 Twilight Mire (B/G)
1 Arcane Sanctum (W/U/B)
1 Savage Lands (B/R/G)
1 Seaside Citadel (G/W/U)
1 Evolving Wilds (fetch)
1 Gemstone Caverns (M)
1 Volrath's Stronghold (M)
1 Mutavault (M)
1 Mystifying Maze (M)
1 Strip Mine (M)
1 Plains (W)
1 Island (U)
1 Swamp (B)
1 Mountain (R)
1 Forest (G)
Mana Ramp/Fixing (17)
1 Sol Ring (1)
1 Expedition Map (1)
1 Training Grounds (U)
1 Gemhide Sliver (1G)
1 Khalni Heart Expedition (1G)
1 Prismatic Omen (1G)
1 Rampant Growth (1G)
1 Urza's Incubator (3)
1 Coalition Relic (3)
1 Heartstone (3)
1 Darksteel Ingot (3)
1 Cultivate (2G)
1 Harrow (2G)
1 Kodama's Reach (2G)
1 Garruk Wildspeaker (2GG, +1 ability)
1 Mana Echoes (2RR)
1 Mana Reflection (4GG)
Tutoring/Drawing (23)
1 Sensei's Divining Top (1)
1 Wordly Tutor (G)
1 Enlightened Tutor (W)
1 Trickery Charm (U)
1 Journeyer's Kite (2)
1 Survival of the Fittest (1G)
1 Fauna Shaman (1G)
1 Demonic Tutor (1B)
1 Idyllic Tutor (2W)
1 Gift of the Gargantuan (2G)
1 Opaline Sliver (1WB)
1 Esper Charm (WUB)
1 Distant Melody (3U)
1 Insidious Dreams (3B)
1 Dormant Sliver (2UG)
1 Diabolic Tutor (2BB)
1 Citanul Flute (5)
1 Synapse Sliver (4U)
1 Primal Command (3GG)
1 Summoning Trap (4GG or 0)
1 Tooth and Nail (5GG)
1 Liliana Vess (3BB, -2 ability)
1 Conflux (3WUBRG)
Protection/Evasion (16)
0 Mystifying Maze (0)
1 Fog (G)
1 Lightning Greaves (2; for Overlord if no Plate)
1 Dawn Charm (1W)
1 Crypt Sliver (1B)
1 Crystalline Sliver (WR)
1 Hibernation Sliver (UB)
1 Darksteel Plate (3; for Overlord)
1 Ghostway (2W)
1 Oblation (2W)
1 Repulse (2U)
1 Sedge Sliver (2R)
1 Rith's Charm (RGW)
1 Root Sliver (3G)
1 Eldrazi Monument (5)
1 Ward Sliver (4W)
1 Asceticism (3GG)
0 Volrath's Stronghold (0)
1 Regrowth (1G)
1 Evolution Charm (1G)
1 Oversold Cemetery (1B)
1 Victimize (2B)
1 Second Sunrise (1WW)
1 Darigaaz's Charm (BRG)
1 Naya Charm (RGW)
1 Aphetto Dredging (3B)
1 Profane Command (BB+X)
1 Marshal's Anthem (2WW)
1 All Suns' Dawn (4G)
1 Restock (3GG)
1 Beacon of Unrest (3BB)
1 Patriarch's Bidding (3BB)
0 Liliana Vess (3BB, -8 ability)
1 Praetor's Counsel (5GGG)
Removal (6)
1 Swords to Plowshares (W)
1 Harmonic Sliver (1GW)
1 Necrotic Sliver (1WB)
0 Oblation (2W)
0 Repulse (2U)
1 Bant Charm (GWU)
1 Crosis's Charm (UBR)
1 Jund Charm (BRG)
Counters (15)
1 Arcane Denial (1U)
1 Negate (1U)
1 Trickbind (1U)
1 Counterspell (UU)
1 Muddle the Mixture (UU)
1 Hinder (1UU)
1 Forbid (1UU)
1 Dissipate (1UU)
1 Dream Fracture (1UU)
1 Dromar's Charm (WUB)
1 Voidslime (GUU)
1 Rewind (2UU)
1 Dismiss (2UU)
1 Mindbreak Trap (2UU, or 0)
1 Desertion (3UU)
Creature Cheating/Stealing (11)
1 Æther Vial (1)
1 Shields of Velis Vel (W)
1 Hivestone (2)
1 Wings of Velis Vel (1U)
1 Blades of Velis Vel (1R)
1 Amoeboid Changeling (1U)
1 Unnatural Selection (1U)
1 Mirror Entity (2W)
1 Peer Pressure (3U)
1 Cryptic Gateway (5)
1 Lurking Predators (4GG)
0 Tooth and Nail (5GG)
Aggro/Utility Creatures (13)
1 Virulent Sliver (G)
1 Quick Sliver (1G)
1 Talon Sliver (1W)
1 Heart Sliver (1R)
1 Winged Sliver (1U)
1 Taurean Mauler (2R)
1 Cairn Wanderer (2B)
1 Firewake Sliver (1RG)
1 Essence Sliver (3W)
1 Toxin Sliver (3B)
1 Might Sliver (4G)
1 Synchronous Sliver (4U)
1 Pulmonic Sliver (3WW)
Massive Damage/Token Spawning/Wincons (16)
1 Shared Animosity (2R)
1 Intruder Alarm (2B)
1 Door of Destinies (4)
0 Garruk Wildspeaker (2GG, -4 ability)
1 Rite of Replication (2UU)
1 Tribal Unity (2G+X)
1 Coat of Arms (5)
1 Brood Sliver (4G)
1 Shifting Sliver (4U)
1 Psionic Sliver (4U)
1 Overwhelming Stampede (3GG)
0 Liliana Vess (3BB, -8 ability)
1 Followed Footsteps (3UU)
1 Overrun (2GGG)
1 Fury Sliver (5R)
1 Sliver Legion (WUBRG)
1 Sliver Queen (WUBRG)
1 Titanic Ultimatum (RRGGGWW)
1 Urborg, Tomb of Yawgmoth (0; fixes Sedge Sliver)
1 Birds of Paradise (G; mana fixing)
1 Duress (B; removes one wrath/DoJ threat)
1 Sliversmith (2; tokens, possible infinite combo)
1 Joiner Adept (1G; mana fixing)
1 Life from the Loam (1G; land recursion)
1 Uncontrolled Infestation (1R; land destruction)
1 Grim Discovery (1B; land + creature recursion)
1 Basal Sliver (2B; for extra B mana)
1 Fungus Sliver (3G; chump blocking deterrent)
1 Magma Sliver (3R)
1 Elspeth, Knight-Errant (2WW)
1 Telekinetic Sliver (2UU)
1 Dementia Sliver (3UB; removes wrath/DoJ threats)
1 Riptide Replicator (4+X)
1 Sorin Markov (3BBB)
1 Legacy Weapon (7; expensive but reusable removal)
1 Cruel Ultimatum (UUBBBRR; 'cause it's evil and fun!)
P.S. @ cairn wanderer: My understanding is it gains abilities of all creatures in all graveyards. I know that it won't gain buried sliver abilities since they are generally of the form "this sliver gives all slivers an ability" (sic), but it would still be a sliver that get abilities from all other dead creatures - and there's sure to be something good in somebody's graveyard in a multiplayer game.
I kept Muscle Sliver in for one reason: duplication via tokens (e.g. Followed Footsteps, Rite of Replication, etc). Most sliver abilities don't stack, and you can't duplicate legends (sliver legion, sliver queen), so the best sliver to mimic (imho) would be muscle. This way, if I happen to draw a footsteps/rite or other duplication card, I can tutor for Muscle, put him in play, and duplicate him. Otherwise, Taurean Mauler could be a good candidate, but I'd rather have an army of fatties than two fatties.
I also moved the Velis Vel cards to the "creature stealing" section. They can either be used on other players' turns to help them attack a mutual enemy (by making them slivers and inheriting all the sliver bonuses), or on my turn to steal opponent "slivers"; yes, Amoeboid Changeling does it, but gets tapped in the process. I could use a Velis Vel card or Unnatural Selection for the second steal of a turn.
I removed and/or moved some non-sliver utility creatures to the side board, as I'd like to cut some cards that don't fit with the theme. The deck should have an creepy, evil, ominous feel to it - reminiscent of Aliens / Starship Troopers type creatures. There shouldn't be any elves / birds / faeries / pretty things, wherever possible... except maybe Fauna Shaman; she looks pretty evil for an elf, in a witch doctor sort of way. But I guess I'm a little hypocritical if I'm considering Garruk Wildspeaker, Elspeth Tirel, Coalition Relic, Worldly Tutor, Marshall's Anthem, etc., etc., etc.
I will try to find a Kor Haven to replace Mystifying Maze.
I'm not too worried about being U-deprived in terms of mana. I fully expect to have Gemhide Sliver in play - and hopefully some recursion spells in hand - long before I need access to counterspells. I just have a lot of counterspells in the deck because it's hard to tutor for them, so I'll be relying on drawing them. But I added Arcane Sanctum to help with the U (and B/). I'll be in a better place to tailor the mana base once I've got the rest of the deck figured out.
Still over 160 cards. Definitely need to cut some of the tutors (probably will dump Enlightened Tutor, as I don't have it and it's not particularly affordable). And I still have more counters than I need. I might be able to drop some counters based on the amount of recursion, and vice versa.
G Pumped Elvish Warriors G
GW Infectious Slivers WG
WU Milling Allies UW
Legacy:
UB Hex-Depths BU (combo-control)
G NO/Aggro Elves G
Commander:
WUBRG Sliver Army GRBUW (multiplayer)
WUG Rafiq the Exalted GUW (1-on-1 voltron)
GU Edric's Circus UG (multiplayer tokens)
B Relentless Rats B (multiplayer combo)
UB Sygg, the Punisher (in progress)BU
UBR Nicol Bolas, Elder Dragon Highlander RBU (in progress)