Welcome to the hive rockondon! *cheerful chirps and chitter* Honestly, I did use the Gateway... a LONG time ago, when I was just beginning as a thrall to the Queen. In my experience, you rarely get to have more than three or four slivers in play before someone freaks out and nukes the table... but I suppose you've read me saying those words already. Probably now that we have the Hivelord providing darksteel plating for the swarm the tactic would stand a better chance. Please share your experience with us fellow thralls when you test it, will you?
Hey I've originally built my deck for multiplayer games (resembles JoPoJohnson's quite a bit, sorry if I butchered that username) and was wondering how I can modify it to be killer in a 1v1 setting (French legal too or whatever is used these days).
I was thinking of cards like duress to start, but was wondering what other NON-SLIVER cards I could add/swap out for cards like sol ring or sensei's divining top
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Modern: C Serum Eldrazi Legacy: CEldrazi C Mud W Soldier Stompy R Bread (big red stompy) WU Spirit Blade WUG Meat Hooks WUBGR Blue Dredge
My local store has recently added EDH tourneys and as a result, I am considering giving it a try, but the last thing I want to do is get my butt kicked first round. I have never played a tourney before and would like some input on my deck before try to play competitively.
P.S. Please limit your suggestions to reasonably affordable cards. Thanks.
I have been considering adding Armageddon and Bring to Light but I do not know what I would replace. Also any reasonably priced land upgrade suggestions would also be appreciated. Thanks.
I just build the following deck list, and plan on using Sliver Overlord as my commander. First of all, I would like to say great job on the Primer, it was a huge help. I built the deck with the idea of it being more of a utility deck capable of adjusting the game plan on the fly. I hate using the description of aggro because after 4 games it isn’t fast, but it can swing games in my favor out of nowhere. I’m enjoying the first iteration, but now it’s time to start tuning it. My meta is all over the place it terms of competitive level. Land destruction is not allowed and edict/ control magic type effects are rampant. I have the following questions, but any other additional help would be great:
1. Mana base: I can’t afford the remaining fetch lands and the true dual lands. I have noticed that most people on this site stay away from the shard and wedge lands (Tri-lands). How would you adjust the mana for this deck?
2. Are Sedge, Synapse, and Virulent sliver overkill?
3. How would you upgrade the ramp/card draw?
First off: welcome to the forums, fellow servant of the Queen! *chitter* I'm rather happy that you chose to first post here, and happier still that you found the primer useful.
Now, on to your questions, one by one:
You could probably use a few basics. Say, assemble your mana pie and add 2 basics of each color, except for the color with the least presence which probably would do well wit just one; this will have the added effect of enabling checklands such as Cinder Glade. Then throw in stuff that can fetch you said basics, like, say, Yavimaya Elder or Sakura Tribe-elder. Out the window go taplands and stuff requiring you to pay or sac, such as Ancient Ziggurat.
In my modest experience, I have yet to find any of these three slivers overkill. If anything, Sedge has the most staying power, because besides the obvious the opposition is usually willing to let it pass in favor of juicier targets. Now, on the other hand, don't ever expect Synapse to survive more than two whole rounds (unless your foes are weak, really dumb, or both), and Virulent should see play only when you're in place to profit from it or else it will have a short (and exciting?) life.
I reach this point after noticing most ramp advice I could give you falls under the first point, but I have this to add: where is your Karametra, God of Harvests? With such a huge load of creatures, you could have them come into play with a tribute you can put to use. Now, card draw... honestly, I have a strong bias against blue, which is of course the best color for this. I myself have tried to mitigate this problem with Dormant Sliver, Synapse Sliver, enchantments like Phyrexian Arena and thralls like Bloodgift Demon. Dormant is brutaliciously powerful, but it can hamstring you if you have no way to get rid of it, which makes sac outlets or Hibernation Sliver even more useful.
After reading the whole 26 pages, watching sliver videos and making my own deck I have seen these things:
1.- EDH isnt a casual format where people play just for fun. Its a format where even the casualest of playgroups will be plagued by tier 1-2 generals with expensive, just the best from the best cards and infinite combos.
2.- Its hard to not "pull aggro" when playing slivers, people know that they get out of control fast. So you may as well fullfill their expectatives by building a deadly deck.
3.- The Overlord as general is slow, so you got 99 slots to make up for it.
4.- Sadly, if you want to make a competitive slivers deck, you must loose a bit of flavor and get non sliver cards. Thats the only way you will have a decent chance at winning.
5.- Mana base: I disagree that the best setup is all ABUR duals, all shocks, all fetches and some utility lands, as this is not only ridiculously expensive, but also slow. You got to have at least 2 of each basic lands to have a decent chance to use green land ramp. Usually you get 1-2 extra mana per 2 mana spent on green ramp spells, which is a much cheaper than relying on artifact mana rocks (which should be used anyways but not massively), this is critical because the tutor effect of the Sliver Overlord isnt cheap. Also you dont need any filters like signets, filter lands or Crystal Quarry. The quarry is specially bad because you are often tapping 6 permanents to get 5 mana with it, which is horrible. An ideal but customizable in budget land base, would be a mix of ABUR duals, shock lands, fetch lands, slow fetches (mirage + Krosan Verge), check/battle lands, utility and 1-2 basic lands of each type. If you cant achieve consistently WURBG by turn 4-6 or consistently at turn 6, you got to rework your land base. Yes I know that there is subtype land ramp, but if you want to rely on it (to keep the non basic landbase) you will cut the available green ramp spells for you, therefore you are risking speed. Yes I know that land ramp is susceptible to Armageddon, but by definition slivers have answers to that. Also, another reason to have basics are Blood Moon effects, which can make you concede at the spot.
6.- Being a 5 color deck means that you can and should use the best from the best stuff, *but* keep your mana curve low. Which means that you should look at value, card advantage and tricks.
7.- Even that this kind of deck has the options to go from Voltron to Combo or Aggro swarm, it should be able to advance if the overlord isnt in play.
8.- Infinite combos should exist in every EDH deck, so you can finish the game on the spot if needed. Ideally these should be 3 card combos with at least 2 pieces tutorable by the King.
Im building a deck which has elements of control / ramp and should be able to change plans according to the situation, right now you can check it here. It has a pretty decent win rate, however Im still busy with it refining the last slots
I totally agree that in order to make a competitive Sliver deck, you need to choose from among the best cards available in all colors of Magic, and why not when your General is 5 colors? I feel that a full Sliver build is too fragile because people will simply nuke your board. I also agree on your stance on combos and if you're not playing combos in Sliver you're never going to win in competitive play groups. I recently cut down on rocks to just [[Cromatic Lantern]] and ramp via enchantments and creatures, and it's worked well. Finally, Crystal Quarry is bad
I run all Duals, Shocks, and 6 fetches. I play 2 Island, 2 Forest, and 1 each of the other basics in case of Blood Moon. I use green ramp that pulls land types not basic lands. This is how you use Duals and ramp. It's not difficult.
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Currently Playing: Standard:
Nothing, the format Bores me! Legacy: RBurn (Made on the Cheap!)R RGBelcherRG WSoldier StompyW BReanimatorB EDH: BUGRWSliver OverlordWRGUB BGeth, Lord of the VaultB
Has anyone tried Golden Wish?
Since this deck is 5 colors, it has access to many of the best hate cards that could provide an answer to an specific situation. The restriction to enchantments or artifacts is rarely hindering as (specially white) there are more than enough variety.
Just imagine casting this to fetch a Blood Moon, Propaganda, Rest in Peace, Damping Matrix, etc.
Since commander doesnt have a sideboard, I guess that you could fetch cards from your binder.
I see the Mana Echoes combo mentioned a lot, but it has one really important problem: it needs Mana Echoes. That's a problem because Sliver Overlord can't tutor for it. I've had plenty of games where I had all the mana and pieces I needed to enable the combo, but turn after turn, draw spell after draw spell, Dormant Sliver trigger after Dormant Sliver trigger, I wasn't getting it.
So I came to the conclusion that the key to sliver combo is making it all sliver. Obviously you can run non sliver protection, and tutors help, and draw helps, and whatever else, but the key is to make sure your deck can run without any of those, just Overlord and mana.
In particular, this is the most efficient infinite combo I've found, and with enough mana it can be cast at any point, with an empty hand (it starts at sorcery speed, but if Overlord is out it can be done at instant speed, and I have several times won the game In Response to lethal damage with this combo):
With this, you can pay 2 to create a sliver, tap it for mana of any color, and sacrifice it for BB and use that to create a new sliver. This generates infinite mana (and consequently infinite sliver tokens), which you can use to play Sliver Overlord regardless of commander tax, and instantly (with Quick Sliver) play every sliver card in your deck, including Darkheart Sliver for infinite life, Necrotic Sliver to destroy every permanent you don't like, Screeching Sliver for a mill win, and Psionic Sliver to just deal infinity to the face.
This combo is also deceptively easy and cheap considering how many pieces it has. In an Overlord based deck (which I highly recommend for its tutoring), my top priority is always to get out a mana producing sliver and a haste sliver; with Gemhide and Heart, each only costs 5 to tutor and play so they can easily come out by turn 7 even with a poor draw. From there, it only costs 14 mana to set up the combo (3 to search for Queen, 5 to play her, 3 to search for Basal, 3 to play it, minus one from tapping each of them, and 2 mana to start the token production, which can even come from sacrificing another sliver): easily achieved with sever or eight lands and six or seven slivers, which can be played out explosively once Overlord+Gemhide+Heart is online (if you have spare slivers not needed for the combo, you can even pull out Basal first and sacrifice them, lowering your mana requirements even further; you can even sacrifice Overlord once you tutor for Queen!).
The most important thing about slivers is modularity. You can't rely on a single solution to solve every problem, which is why I prefer Overlord as commander: he can find you every other combo piece you need, instantly, with only an investment of mana. Relying on Mana Echoes to go infinite breaks that modularity by forcing you to play a fair game of magic (draw, tutors, etc) until you find the card you want. Slivers shouldn't play fair, both because they have several very glaring weaknesses and because they simply don't have to.
[general apologies if this has already been described, I haven't read all the pages]
Addendum: I do strongly recommend also running Mana Echoes; there are too many ways to remove a single combo piece of any kind. However, nearly every deck should run mana and haste, and everyone who can afford it uses Queen, so adding in Basal is at most one additional deck slot. What's most important is to be aware, with the infinite options Sliver Overlord provides, that this combo can come out of nowhere for a very small amount of mana and instantly win the game against any number of players.
That's how I generally win at a big table. I will Voltron now and again in 1 V 1 matches.
The trick is assembling all that without getting nuked. I try to either save up or have protection. Sometimes easier said than done.
Luckily that's not the only way to win with slivers.
As far as the wish thing... I don't have a sideboard and wouldn't allow people to comb through a binder for an answer. I guess I'd allow a sideboard search, but even that is kind of iffy. Feels dirty...
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Currently Playing: Standard:
Nothing, the format Bores me! Legacy: RBurn (Made on the Cheap!)R RGBelcherRG WSoldier StompyW BReanimatorB EDH: BUGRWSliver OverlordWRGUB BGeth, Lord of the VaultB
I thought sideboarding in commander wasnt really allowed, dunno why, although it seems largely ineffectie due to the deck's size, and also there are new cards coming that are similar.
I guess a small list of silver bullets would be Pithing Needle: Shut down a commander Stony Silence: Neutralize artifacts Ivory mask: Why waste extra $ with leyline if you are going to hard cast it Leyline of the void: Doesnt affect your recursion Blood Moon: You got your own answers for this
Etc.
Any other comments about wish cards?
Will appreciate other honest oppinions about the usage of this card
i have spent many months and thousands of dollars to build what i think is the pinnacle of sliver technology. ANY ideas or input would be greatly appreciated. i own this deck. the fetchlands are all expeditions.
from what i know slivers are not very good in 1v1 situations at the highest level. also this deck isnt french legal but i suppose it could be rebuilt to be so. since i usually only ever play in group situations the plan usually is to tutor for crystalline sliver then manaweft/gemhide/cryptolith follow up with heart sliver or hivelord. overlord comes into play when i run out of other tutors and need him to continue board development. from there you can either combo out with sliver queen/basal. if the combo fails you can drop a sliver legion on a developed board. if you have a winning board presence then you can drop a ravages of war to wipe everyone's land base. if they have a lot of creatures/tokens then get out a constricting sliver + galerider sliver + brood sliver. since the land base is so strong you should have no problem paying for the colorless mana costs to do this. if you get hit with a board wipe then patriarch's bidding can pick you back up. again i havent tested much in a 1v1 environment but i have played a few. the most challenging of which was a green white tokens deck that used doubling season and parallel lives to pump out tons of 3/3s. my solution in this case was to get a constricting sliver and brood sliver with gale to exile his tokens as quickly as he could make them. i dont imagine slivers are the strongest in 1v1 scenarios.
Rumpley: after some deep thinking, I concluded that I cant give you any real suggestions. Perhaps I could say that you need more ramp and card drawing, but our decks are very different from each other, so also, the playstyle is different. Yours looks like Aggro slivers, and since you have tons of tutors perhaps you could try the Hivelord as commander.
Maltekoot: Your deck is a mix of really expensive cards with others that are often used as budget replacements. I suggest that you decide where are you gonna play this (paper deck, magic online, or other internet way for free) and from that focus on how much (or how little) you will expend on the deck.
Now, if you do have the deck then:
Remove: Coat of Arms get Sliver Legion
Slow fetches and pain lands get battle (for zendikar) lands and artifact mana rock staples. Door of Destinies get Mirror Entity Crystal Quarry
Don't use crypt sliver as it targets. Crystalline Sliver doesn't like targeting slivers.
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Currently Playing: Standard:
Nothing, the format Bores me! Legacy: RBurn (Made on the Cheap!)R RGBelcherRG WSoldier StompyW BReanimatorB EDH: BUGRWSliver OverlordWRGUB BGeth, Lord of the VaultB
Hey Folks, been reading about Slivers on here for a little bit (I am trying to build one now (finally)), and wondered in terms of removal how people felt about this new blue Song of the Dryads, Imprisoned in the Moon? I am a bit fan of Song as it is a huge pain for commander-centric decks to remove. Figured running both would be disgusting.
I plan on running a deck with a little more of a control/toolbox theme than aggro.
Those are definitely interesting, however as a 5 color deck there is a lot of competition for targeted removal spell slots. I would keep Anguished Unmaking and/or Vindicate which if not answered at the moment, deal with the card, otherwise it would be very unfortunate if they draw Krosan Grip or something similar.
I can see you point. It does cost a player more mana to replay a commander than just destroy an enchantment. My counterargument would be that Commander-dependent decks with little to no enchantment or land removal will be essentially ruined. Maybe it is just my shop's meta, but I have noticed a general lack of enchantment removal.
thanks for taking time to consider my deck. i have since made a few changes to the card list. i removed hibernation, crypt, horned and phyrexian arena from the deck. i have since added counterspell, chord of calling, spirit of resistance and congregation at dawn. i know that spirit of resistance draws a lot of aggro but i have found that i tend to be the archenemy anyway so preventing loss of life points is valuable. after playing a bunch i decided having another counterspell option is very powerful. i have yet to try a game with hivelord as my commander but i believe you are correct that this option is available to me since my deck is so tutor heavy already (more so now with the addition of congregation at dawn and chord). i do think that i will need card draw if i am to do this since i have been relying on overlords tutoring to carry me in the late game.
[Horde] Phyrexia ascendant - The Virus
WUBRG - [Primer] Sliver Overlord - The Swarm - WUBRG
I was thinking of cards like duress to start, but was wondering what other NON-SLIVER cards I could add/swap out for cards like sol ring or sensei's divining top
C Serum Eldrazi
Legacy:
C Eldrazi
C Mud
W Soldier Stompy
R Bread (big red stompy)
WU Spirit Blade
WUG Meat Hooks
WUBGR Blue Dredge
P.S. Please limit your suggestions to reasonably affordable cards. Thanks.
1x Sliver Overlord
1x Sliver Hivelord
1x Crystalline Sliver
1x Manaweft Sliver
1x Gemhide Sliver
1x Harmonic Sliver
1x Constricting Sliver
1x Necrotic Sliver
1x Synapse Sliver
1x Syphon Sliver
1x Venom Sliver
1x Thorncaster Sliver
1x Leeching Sliver
1x Blur Sliver
1x Bonescythe Sliver
1x Sentinel Sliver
1x Galerider Sliver
1x Pulmonic Sliver
1x Brood Sliver
1x Shifting Sliver
1x Megantic Sliver
1x Might Sliver
1x Sedge Sliver
1x Sliver Legion
1x Sliver Queen
1x Purphoros, God of the Forge
1x Prophet of Kruphix
1x Taurean Mauler
1x Amoeboid Changeling
1x Progenitor Mimic
1x Evil Twin
1x Bringer of the Blue Dawn
1x Bringer of the Black Dawn
1x Alesha, Who Smiles at Death
1x Treasury Thrull
Spells (26)
1x Spear of Heliod
1x Door of Destinies
1x Mirari's Wake
1x Mana Echoes
1x Mana Reflection
1x Chromatic Lantern
1x Darksteel Ingot
1x Training Grounds
1x Shard Convergence
1x Sarkhan Unbroken
1x Xenagos, the Reveler
1x Liliana Vess
1x Diabolic Tutor
1x Plea for Guidance
1x Wargate
1x Chord of Calling
1x Wild Pair
1x Phyrexian Reclamation
1x Phyrexian Arena
1x Spirit of Resistance
1x Sterling Grove
1x Swords to Plowshares
1x Blasphemous Act
1x Catastrophy
1x Day of Jydgement
1x Volcanic Offering
1x Command Tower
1x Meteor Crater
1x City of Brass
1x Mana Confluence
1x Reflecting Pool
1x Thran Quarry
1x Tendo Ice Bridge
1x Vivid Crag
1x Vivid Marsh
1x Vivid Grove
1x Vivid Creek
1x Vivid Meadow
1x Sliver Hive
1x Arcane Sanctum
1x Mystic Monastery
1x Sandsteppe Citadel
1x Opulent Palace
1x Crumbling Necropolis
1x Frontier Bivouac
1x Jungle Shrine
1x Savage Lands
1x Nomad Outpost
1x Ancient Ziggurat
1x Thawing Glaciers
1x Myriad Landscape
1x Krosan Verge
1x Evolving Wilds
1x Terramorphic Expanse
1x Urborg, Tomb of Yawgmoth
2x Swamp
2x Island
2x Plains
2x Forest
2x Mountain
Sidebar
1x Privileged Position
1x Perplex
1x Mirror Entity
1x Acidic Sliver
1x Ojutai's Command
1x Silumgar's Command
1x Call to the Kindred
1x Hive Stirrings
1x Temur Charm
1x Mikaeus, the Unhallowed
1x Golgari Charm
1x Utter End
1x Conflux
1x Reknit
1x Havengul Lich
1x Obelisk of Alara
1x Dimir Doppelganger
Also Prophet of Kruphix was banned recently, so you'll have to replace it.
On what to cut for Armageddon and Bring to Light: I suggest Spirit of Resistance and Xenagos, the Reveler.
[Horde] Phyrexia ascendant - The Virus
WUBRG - [Primer] Sliver Overlord - The Swarm - WUBRG
1. Mana base: I can’t afford the remaining fetch lands and the true dual lands. I have noticed that most people on this site stay away from the shard and wedge lands (Tri-lands). How would you adjust the mana for this deck?
2. Are Sedge, Synapse, and Virulent sliver overkill?
3. How would you upgrade the ramp/card draw?
Once again any help would be great.
1 Academy Rector
1 Basal Sliver
1 Bloom Tender
1 Blur Sliver
1 Bonescythe Sliver
1 Crystalline Sliver
1 Essence Sliver
1 Eternal Witness
1 Galerider Sliver
1 Gemhide Sliver
1 Harmonic Sliver
1 Heart Sliver
1 Hibernation Sliver
1 Homing Sliver
1 Magma Sliver
1 Manaweft Sliver
1 Necrotic Sliver
1 Oracle of Mul Daya
1 Psionic Sliver
1 Quick Sliver
1 Root Sliver
1 Sedge Sliver
1 Seedborn Muse
1 Sentinel Sliver
1 Shifting Sliver
1 Sliver Hivelord
1 Sliver Legion
1 Sliver Overlord
1 Sliver Queen
1 Sun Titan
1 Synapse Sliver
1 Syphon Sliver
1 Telekinetic Sliver
1 Virulent Sliver
1 Purphoros, God of the Forge
1 Chromatic Lantern
1 Coalition Relic
1 Darksteel Ingot
1 Expedition Map
1 Fellwar Stone
1 Sol Ring
1 Sword of Feast and Famine
1 Thran Dynamo
Enchantment (12)
1 Abundance
1 Aggravated Assault
1 Intruder Alarm
1 Leyline of the Void
1 Mana Echoes
1 Mana Reflection
1 Mirri's Guile
1 Phyrexian Arena
1 Phyrexian Reclamation
1 Sylvan Library
1 Training Grounds
1 Unnatural Selection
Instant (2)
1 Cyclonic Rift
1 Vampiric Tutor
Sorcery (7)
1 Bring to Light
1 Demonic Tutor
1 Farseek
1 Living Death
1 Patriarch's Bidding
1 Skyshroud Claim
1 Supreme Verdict
Land (36)
1 Ancient Ziggurat
1 Arcane Sanctum
1 Blood Crypt
1 Bloodstained Mire
1 Breeding Pool
1 Canopy Vista
1 Cavern of Souls
1 Cinder Glade
1 City of Brass
1 Command Tower
1 Crumbling Necropolis
1 Drowned Catacomb
1 Exotic Orchard
1 Flooded Strand
1 Frontier Bivouac
1 Godless Shrine
1 Grand Coliseum
1 Hallowed Fountain
1 Homeward Path
1 Jungle Shrine
1 Krosan Verge
1 Mana Confluence
1 Mystic Monastery
1 Opulent Palace
1 Overgrown Tomb
1 Polluted Delta
1 Reflecting Pool
1 Sacred Foundry
1 Seaside Citadel
1 Sliver Hive
1 Stomping Ground
1 Temple Garden
1 Volrath's Stronghold
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
Now, on to your questions, one by one:
[Horde] Phyrexia ascendant - The Virus
WUBRG - [Primer] Sliver Overlord - The Swarm - WUBRG
1.- EDH isnt a casual format where people play just for fun. Its a format where even the casualest of playgroups will be plagued by tier 1-2 generals with expensive, just the best from the best cards and infinite combos.
2.- Its hard to not "pull aggro" when playing slivers, people know that they get out of control fast. So you may as well fullfill their expectatives by building a deadly deck.
3.- The Overlord as general is slow, so you got 99 slots to make up for it.
4.- Sadly, if you want to make a competitive slivers deck, you must loose a bit of flavor and get non sliver cards. Thats the only way you will have a decent chance at winning.
5.- Mana base: I disagree that the best setup is all ABUR duals, all shocks, all fetches and some utility lands, as this is not only ridiculously expensive, but also slow. You got to have at least 2 of each basic lands to have a decent chance to use green land ramp. Usually you get 1-2 extra mana per 2 mana spent on green ramp spells, which is a much cheaper than relying on artifact mana rocks (which should be used anyways but not massively), this is critical because the tutor effect of the Sliver Overlord isnt cheap. Also you dont need any filters like signets, filter lands or Crystal Quarry. The quarry is specially bad because you are often tapping 6 permanents to get 5 mana with it, which is horrible. An ideal but customizable in budget land base, would be a mix of ABUR duals, shock lands, fetch lands, slow fetches (mirage + Krosan Verge), check/battle lands, utility and 1-2 basic lands of each type. If you cant achieve consistently WURBG by turn 4-6 or consistently at turn 6, you got to rework your land base. Yes I know that there is subtype land ramp, but if you want to rely on it (to keep the non basic landbase) you will cut the available green ramp spells for you, therefore you are risking speed. Yes I know that land ramp is susceptible to Armageddon, but by definition slivers have answers to that. Also, another reason to have basics are Blood Moon effects, which can make you concede at the spot.
6.- Being a 5 color deck means that you can and should use the best from the best stuff, *but* keep your mana curve low. Which means that you should look at value, card advantage and tricks.
7.- Even that this kind of deck has the options to go from Voltron to Combo or Aggro swarm, it should be able to advance if the overlord isnt in play.
8.- Infinite combos should exist in every EDH deck, so you can finish the game on the spot if needed. Ideally these should be 3 card combos with at least 2 pieces tutorable by the King.
Im building a deck which has elements of control / ramp and should be able to change plans according to the situation, right now you can check it here. It has a pretty decent win rate, however Im still busy with it refining the last slots
Omnath, Locus of Mana
Currently Playing:
Standard:
Nothing, the format Bores me!
Legacy:
RBurn (Made on the Cheap!)R
RGBelcherRG
WSoldier StompyW
BReanimatorB
EDH:
BUGRWSliver OverlordWRGUB
BGeth, Lord of the VaultB
Since this deck is 5 colors, it has access to many of the best hate cards that could provide an answer to an specific situation. The restriction to enchantments or artifacts is rarely hindering as (specially white) there are more than enough variety.
Just imagine casting this to fetch a Blood Moon, Propaganda, Rest in Peace, Damping Matrix, etc.
Since commander doesnt have a sideboard, I guess that you could fetch cards from your binder.
So I came to the conclusion that the key to sliver combo is making it all sliver. Obviously you can run non sliver protection, and tutors help, and draw helps, and whatever else, but the key is to make sure your deck can run without any of those, just Overlord and mana.
In particular, this is the most efficient infinite combo I've found, and with enough mana it can be cast at any point, with an empty hand (it starts at sorcery speed, but if Overlord is out it can be done at instant speed, and I have several times won the game In Response to lethal damage with this combo):
With this, you can pay 2 to create a sliver, tap it for mana of any color, and sacrifice it for BB and use that to create a new sliver. This generates infinite mana (and consequently infinite sliver tokens), which you can use to play Sliver Overlord regardless of commander tax, and instantly (with Quick Sliver) play every sliver card in your deck, including Darkheart Sliver for infinite life, Necrotic Sliver to destroy every permanent you don't like, Screeching Sliver for a mill win, and Psionic Sliver to just deal infinity to the face.
This combo is also deceptively easy and cheap considering how many pieces it has. In an Overlord based deck (which I highly recommend for its tutoring), my top priority is always to get out a mana producing sliver and a haste sliver; with Gemhide and Heart, each only costs 5 to tutor and play so they can easily come out by turn 7 even with a poor draw. From there, it only costs 14 mana to set up the combo (3 to search for Queen, 5 to play her, 3 to search for Basal, 3 to play it, minus one from tapping each of them, and 2 mana to start the token production, which can even come from sacrificing another sliver): easily achieved with sever or eight lands and six or seven slivers, which can be played out explosively once Overlord+Gemhide+Heart is online (if you have spare slivers not needed for the combo, you can even pull out Basal first and sacrifice them, lowering your mana requirements even further; you can even sacrifice Overlord once you tutor for Queen!).
The most important thing about slivers is modularity. You can't rely on a single solution to solve every problem, which is why I prefer Overlord as commander: he can find you every other combo piece you need, instantly, with only an investment of mana. Relying on Mana Echoes to go infinite breaks that modularity by forcing you to play a fair game of magic (draw, tutors, etc) until you find the card you want. Slivers shouldn't play fair, both because they have several very glaring weaknesses and because they simply don't have to.
[general apologies if this has already been described, I haven't read all the pages]
Addendum: I do strongly recommend also running Mana Echoes; there are too many ways to remove a single combo piece of any kind. However, nearly every deck should run mana and haste, and everyone who can afford it uses Queen, so adding in Basal is at most one additional deck slot. What's most important is to be aware, with the infinite options Sliver Overlord provides, that this combo can come out of nowhere for a very small amount of mana and instantly win the game against any number of players.
The trick is assembling all that without getting nuked. I try to either save up or have protection. Sometimes easier said than done.
Luckily that's not the only way to win with slivers.
As far as the wish thing... I don't have a sideboard and wouldn't allow people to comb through a binder for an answer. I guess I'd allow a sideboard search, but even that is kind of iffy. Feels dirty...
Currently Playing:
Standard:
Nothing, the format Bores me!
Legacy:
RBurn (Made on the Cheap!)R
RGBelcherRG
WSoldier StompyW
BReanimatorB
EDH:
BUGRWSliver OverlordWRGUB
BGeth, Lord of the VaultB
I guess a small list of silver bullets would be
Pithing Needle: Shut down a commander
Stony Silence: Neutralize artifacts
Ivory mask: Why waste extra $ with leyline if you are going to hard cast it
Leyline of the void: Doesnt affect your recursion
Blood Moon: You got your own answers for this
Etc.
Any other comments about wish cards?
Will appreciate other honest oppinions about the usage of this card
1 Sliver Overlord
1 Scroll Rack
1 Sidewinder Sliver
1 Sentinel Sliver
1 Chromatic Lantern
1 Hunter Sliver
1 Mana Drain
1 Personal Tutor
1 Opaline Sliver
1 Sylvan Library
1 Enlightened Tutor
1 Sliver Queen
1 Muscle Sliver
1 Basal Sliver
1 Syphon Sliver
1 Hibernation Sliver
1 Cryptolith Rite
1 Mana Crypt
1 Survival of the Fittest
1 Patriarch's Bidding
1 Harmonic Sliver
1 Heart Sliver
1 Seedborn Muse
1 Rhystic Study
1 Sensei's Divining Top
1 Predatory Sliver
1 Ravages of War
1 Sterling Grove
1 Bonescythe Sliver
1 Acidic Sliver
1 Crystalline Sliver
1 Green Sun's Zenith
1 Virulent Sliver
1 Quick Sliver
1 Crucible of Worlds
1 Eladamri's Call
1 Demonic Tutor
1 Gemhide Sliver
1 Brood Sliver
1 Vampiric Tutor
1 Æther Vial
1 Necrotic Sliver
1 Horned Sliver
1 Steely Resolve
1 Striking Sliver
1 Mox Diamond
1 Galerider Sliver
1 Mana Echoes
1 Venom Sliver
1 Crypt Sliver
1 Constricting Sliver
1 Worldly Tutor
1 Sliver Legion
1 Manaweft Sliver
1 Chord of Calling
1 Pernicious Deed
1 Root Sliver
1 Mystical Tutor
1 Intruder Alarm
1 Beast Within
1 Sliver Hivelord
1 Training Grounds
1 Tooth and Nail
1 Flooded Grove
1 Cavern of Souls
1 Mutavault
1 Gaea's Cradle
1 Volrath's Stronghold
1 Fire-Lit Thicket
1 Urborg, Tomb of Yawgmoth
1 Reflecting Pool
1 Exotic Orchard
1 Command Tower
1 Sliver Hive
1 Ancient Tomb
1 Tundra
1 Underground Sea
1 Badlands
1 Taiga
1 Savannah
1 Scrubland
1 Volcanic Island
1 Bayou
1 Plateau
1 Tropical Island
1 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
1 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Scalding Tarn
1 Verdant Catacombs
1 Arid Mesa
1 Misty Rainforest
1 Mountain
1 Plains
1 Island
1 Swamp
1 Forest
Maltekoot: Your deck is a mix of really expensive cards with others that are often used as budget replacements. I suggest that you decide where are you gonna play this (paper deck, magic online, or other internet way for free) and from that focus on how much (or how little) you will expend on the deck.
Now, if you do have the deck then:
Remove:
Coat of Arms get Sliver Legion
Slow fetches and pain lands get battle (for zendikar) lands and artifact mana rock staples.
Door of Destinies get Mirror Entity
Crystal Quarry
Thats all for now
Currently Playing:
Standard:
Nothing, the format Bores me!
Legacy:
RBurn (Made on the Cheap!)R
RGBelcherRG
WSoldier StompyW
BReanimatorB
EDH:
BUGRWSliver OverlordWRGUB
BGeth, Lord of the VaultB
I plan on running a deck with a little more of a control/toolbox theme than aggro.
Panharmonicon
Yay or nay for us?