Something doubling all your ETB fun? Yay, by all means. Just get a lightning rod or something. Goes without saying that you'll have to more or less stuff you hive fleet with strains that profit from it.
Hey guys I need some help. I am a little frustrated with this build because though it has been great in 1v1 games, most people play multiplayer, and this deck seems to struggle against a lot of the multiplayer decks because though it can beat 1 opponent down, it cannot do 120+ damage over the same amount of time it does 40+ damage in a 1v1 game. I already have the mana base. So I was wondering, what is the "best" multiplayer list? I do not care if it is degenerate combos anymore, I am tired of losing the multiplayer games. Especially after having the amount invested in such a deep manabase.
@Epeirogeny: Your deck appears to be very aggro or at least very sliver heavy. You play your whole hand and kill someone then get board wiped and steamrolled. This is not typically a good strategy for multiplayer, in my opinion. I suggest moving more towards the combo/control side to take out multiple players. You are missing quite a few pieces but nothing crazy expensive. My deck is not the best but I win 90% of my 1v1 and about 50% of multiplayer games; and I am almost always basically playing archenemy. Speaking of which I think I should post my latest list since it is buried like 8 pages back.
Notable cards I see that are missing from this route (in no particular order):
Any ramp... (Exploration, Burgeoning, Shard Convergence, Farseek, Cultivate, Kodama's Reach)
Blur Sliver (redundant haste)
Patriarch's Bidding and Aphetto Dredging(recover from board wipe)
Basal Sliver (part of the combo)
Ashnod's Altar (serves the same function as Basal)
Tutors... (I run Demonic, Vampiric, Worldy, and Enlightened)
Acidic Sliver (infinite damage with the combo and you don't need to attack)
Aggravated Assault (infinite attack steps even without the combo)
Amoeboid Changeling (might as well use both abilities of Overlord)
Intruder Alarm ("combo" by itself)
Training Grounds (better than Heartstone, but run both)
Unnatural Selection (enchantment form of Amoeboid)
Firewake Sliver (redundant haste and sac outlet)
Some card selection and draw... (Sylvan Library, Distant Melody, Harmonize, Sensei's Divining Top, Dormant Sliver)
Mnemonic Sliver (card draw and sac outlet)
Some Counterspells...
Some cards I think you can cut:
Coat of Arms
Door of Destinies
Any sliver that gives +1/+1 or any variation (except Legion)
Any sliver that isn't part of the combo or generally protect the combo. You don't need lifelink or spectral sliver
TLDR;
Go more combo, protect it and ignore the fluff. You will be dealing infinite damage not just big damage.
Thanks for your help. And precisely, the aggro approach is great for 1v1 games, but the multiplayer games are brutal. I can only win if I am forgotten about because I am the only one not playing combo, and everyone attacks each other, allowing me to out aggro the last opponent.
I read the primer, and still do not understand how Basal Sliver/Ashnod's Altar allow an infinite combo.
I began playing slivers in EDH with a deck using an aggro approach, but power escalation in our pod forced an evolution towards a different strategy. That need birthed this decklist. Be ye warned: when properly built and played, it's a cold-hearted merciless uncaring ***** to play against.
But since you kept reading I'll assume you don't care about that insignificant detail, so combo it is. And that is why, even if our general is the Overlord, having the Queen will never hurt. Her Ladyship is a fearsome combo machine, who will almost always mean game for you if you play her while you have both Gemhide Sliver and Heart Sliver -or their M14 equivalents- over the table.
Given that setup, Intruder Alarm will mean you can have infinite mana of any color, and thus, crank out sliver after sliver ad infinitum. Without number indeed.
Basal Sliver is another way to achieve the same result. Bonus points for being an all-sliver combination Smile
I still don't get it.
Here is my new list based on everything I was able to dig up, and match to the existing lists floating here.
Basal and Ashnod's allow you to make infinite mana and slivers with Sliver Queen as long as you have out a mana sliver or something like Training Grounds.
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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 have found that the extra mana cards like Mana echoes, Mirari's wake and Mana Reflection are working like that. I mean, the deck should be able to work without them, but they are great when they are up.
However, since I usually cant find the proper time to cast them, Ive decided to remove them in favor of more slivers and had to include those (usually removed) +1/+1 ones. Why? Because when Im in 1 vs 1, if I begin playing slivers early (specially the haste ones) I usually get the upper hand and the opponent cannot recover.
I think that those extra mana enchantments (if they are going to be included) should all be included for redundancy or all of them removed at once.
However, after seeing those results I think that having a bit of aggro isnt bad at all, as slivers have always been great at that (just play the modern version). Just imagine this: T1 land, T2 land and Sinew sliver, T3 land and Blur Sliver, T4 Land and Bone Scythe Sliver, then T5: Land and Sliver Overlord.
Thoughts?
I have tried that approach before. The INSANELY HIGH aggro factor of slivers ended up ruining my day. I'll refer to my last match: I had the Overlord in play, and on a given turn I cast both a mana sliver and the flash sliver. They didn't make it to the next round, and I got my mana rocks blown up for my trouble.
Your meta will heavily influence the success or failure of your strategies all the time, but even so, I've consistently found out that people is RIDICULOUSLY SCARED of slivers. With good reason, I should add.
Now, regarding your comments about mana doublers being 'win more' cards: you may have a point. Those cards ended up having a spot on my deck after I was consistently confronted with the fact that either I deployed most or all of my key pieces at the same time, or I would never get to deploy then at all. Maybe your experience is different; if that's the case, share your wisdom with us and tell us how you got it to work
1.- Vs: Narset, Sidisi and 2 other commanders that I dont remember. Crazy stuff was happening everywhere, cleaned the board and began sculpting my hand for combo while resistimg enemy atks. On a given turn I managed to play Queen and basal, leading to an infinite mill combo.
2.- Vs: Ayli, Scion and Derevi. Ayli accidentally killed Rector and I get Omniscience in play, Derevi attempts to destroy it and I counter. Ayly realizes her mistake and casts Wrath of God, I tutor for flash sliver and flash Hivelord in resisting the wrath. After that I receive turn, Scion scoops and I tutor for Legion, Bonescythe and Blur.
3.- Vs Kaalia. I get an aggro hand and proceed to crush her. Mana reflection was available, but had no need to cast it.
4.- Vs Sigarda. I go the control route and fail to control her, she destroys me via voltron. Mirari's wake kept looking cool on my hand.
5.- Vs Sidisi. She gets a good starting hand and I start ramping. She quickly gets to a level in which I had to devote resources to control the board, couldnt find the time to cast Mirari's Wake.
6.- Vs Kalemne and Mizzix: Kalemne gets the god hand and starts putting tons of pressure via hasted creatures, Mizzix controls him and attempts to get Omniscience in play which I counter. I had a ton of mana available and sculpt my hand. Kalemne and her partners get out of hand thanks to Gisela and almost kills both of us in one turn (he got greedy), but we managed to barely resist. Mizzix desperately builds up his defences and passes turn, with both opponents tapped out I pull out the Purphoros infinite damage combo.
7.- Vs. Kaalia and Sigarda: I play very conservately and just ramp while holding counters in hand. After some turns Kaalia manages to pull put Rakdos and aims him to me, I get hit and cant recover from the sacrifices I had to do.
8.- Vs Ulamog and Narset: Ulamog had the most advanced board. I manage to pull out a Seedborn Muse and go crazy with all the untapping flashing in a lot of slivers. Won via the flying voltron style.
Ok, there are a lot more. The point is that the extra mana cards were usually not relevant in my win %. Thats why I say they are win more cards and probably should be removed.
I dont think that adding just 3-4 extra slivers would make this an aggro deck, just slighty increase the chances of getting a fast start. Otherwise I think the only good sliver that could deserve going in is the vigilance one to getmdouble value from the slivers, and that would leave slots open for... More conterspells?
How does that filter? Like mana colors? If so, it's better to have your mana base do this in a 5 color deck IMHO.
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Nothing, the format Bores me! Legacy: RBurn (Made on the Cheap!)R RGBelcherRG WSoldier StompyW BReanimatorB EDH: BUGRWSliver OverlordWRGUB BGeth, Lord of the VaultB
The signets are useful because they also ramp. While running 10 is probably a poor choice, running a few in your least common colors helps you cast your commander and your off-color slivers.
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More realism!
Time Walk 1U: Win target game.
Demonic Tutor 1B: Add a time walk to your hand.
The signets are useful because they also ramp. While running 10 is probably a poor choice, running a few in your least common colors helps you cast your commander and your off-color slivers.
They are budget ramp for sure. I try to run more aggressive ramp or 5 color ramp. I'd run Fellwar Stone and Coalition Relic first for ramp. Plus 2 mana slivers tend to help that a lot too.
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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 would like to add the remaining fetches (Flooded Strand, Arid Mesa, and Marsh Flats) but I don't know what to cut for them. I also already feel like the deck has too many lands and would actually cut the non-green fetches entirely. But what would I add back instead?
As always any thoughts or suggestions are appreciated.
Loving Rishkar's Expertise. Draw a ton of cards and cast a sliver lord you just had drawn with the expertise, or fetched in EoT the turn before... seems pretty good.
Sorry to be a bother, but CruxMDQ, what is the current decklist? i've been tinkering with the primer but i'd love to compare my list with the standard...
When will we get some great slivers like in time spiral again.
I just so scarred that we will get the terrible corset slivers again reading this thread just brought back how bad the corset slivers were. It felt like lazy cookie-cutter magic. The corset slivers didn't even feel like slivers.
Oh I also feel like you need more swamps since your running sedge sliver. Also Prophet of Kruphix is band in EDH/Commander. Plus Amoeboid Changeling gives you a great combo with card steal.
I don't know what they were thinking with the horrific Core set Sliver. I remember reading somewhere they felt they had ran out of ideas for what new Slivers could look like, so we got these Predatoresque looking abominations. I'm not sure how Wizards could even say that, when there was an alter artist I came across on a MTG FB page who did alters on a few of the Core Slivers to revert them to their original Sliver glory, and they looked amazing. Also, why did Sliver Hive have the original Slivers depicted on the art?
I hope whenever we end up back on Dominaria we see the original and ONLY Slivers again. I feel that the flavor text on Sliver Legion hinted at a nascent Queen.
So as not to grt to off track from the main topic I think Bow of Nylea is better then Venom Sliver it may only give death touch when attacking but, the other utility it brings makes it far superior to Venom Sliver or Cavern of souls. You could always replace Rootbound Crag with Cavern of souls. I don't really like Synapse Sliver it dose nothing unless you attack and deal damage to a player so it Tamiyo, the Moon Sage would help with card draw or other plans-walkers. Plans walkers are always good the draw removal and damage away from you since you are runing slivers and your opponent are going to try to keep your board clear all game or focus you first this is helpful.
I don't know what soul ring dose in this deck. You slivers are cheap as are most of your spells you have many other forms of ramp and fixing it just seams misplaced. Maybe Triumph of the Hordes or instead of Mind's eye you could play metallic Mimic. Your over all power feels a bit weak and this card leaves permanent buffs for after it is killed unlike Megantic Sliver or Sliver Legion.
I don't understand Aether vile. You could do more with that card slot. You could just run another sliver or so grave yard hate.
Still it looks purity refined.
I don't know what they were thinking with the horrific Core set Sliver. I remember reading somewhere they felt they had ran out of ideas for what new Slivers could look like, so we got these Predatoresque looking abominations. I'm not sure how Wizards could even say that, when there was an alter artist I came across on a MTG FB page who did alters on a few of the Core Slivers to revert them to their original Sliver glory, and they looked amazing. Also, why did Sliver Hive have the original Slivers depicted on the art?
I hope whenever we end up back on Dominaria we see the original and ONLY Slivers again. I feel that the flavor text on Sliver Legion hinted at a nascent Queen.
We know they are not mindless killing machines but have thought and reason maybe a mix between the Zerg and the Protous from star-craft. Scary thought I know. They are the embodiment of evolution. Think each sliver hatches as a color less basic 1/1 but as it grows and matures it changes and becomes somthing new. Something that adds to and improves the entire hive as a hole. Then it shares it with others so that the hive can further improve. They are the ultimate predictor because they never stop improving, shearing, and growing.
This is why I wish they would fix the redundancy issue with slivers. It makes seance that slivers wouldn't care about witch side they were on. They are all slivers unlike elves that are so ridged and supremacist in their views. Example Nisa and her encounter with the elves with horns that both shunned and blamed her for the problems of their plain which she was trying to help. Slivers would never do that.
Even Volrath sanctum was allowed to exist; it only helped to give farther strength and security to the hive. If the scientists had not awoken the silvers early and tied to enslave them then they wouldn't have been wiped out. Plus their is possibility that slivers could date back to before Erzia with the gemstone mines being linked to gemhide sliver but that is pure speculation on my part.
I would like to see a sliver like example : Plasma Rioter Sliver- 2R All sliver have haste while you control 3 or more slivers all slivers you controle get +1/+2 (2/2)
See fixes the redundancy problem like Sedge Sliver while keeping that good old sliver flavor. You give all slivers hast but your sliver get stronger because it is on your side and you have 3, that is if you have three if not you just gave your opponent haste. Now this is only one example and as a three drop it would be good in every sliver deck and you would always be happy to have a hand with multiples of this card since you would could have multiple +1/+2 effects. This also follows the hole overwhelming force of slivers you know it is the hive not the individual that is scary.
The history of slivers is Rath, to Dominaria in urbor volcano. To island of Riptide on Dominaria and the core set slivers on Shandalar. SO some how slivers can be found on no less then 3 different plains and lack the ability to plains walk also their are while still being able to tap into that plains mana a feat that is supposed to be exclusive to plains walkers and Elzrazi. Some phrexians that look a lot like slivers just saying this tribal could still have some serious history.
I just want to see some more good old slivers again to to bluster the treble. Just make a new 2 drop mana dork that has a stack-able mana ability so we can have some proper ramp like elves and we don't get dead cards in hand.
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[Horde] Phyrexia ascendant - The Virus
WUBRG - [Primer] Sliver Overlord - The Swarm - WUBRG
1 Sliver Legion
1 Sliver Hivelord
1 Blade Sliver
1 Bonescythe Sliver
1 Brood Sliver
1 Constricting Sliver
1 Clot Sliver
1 Crypt Sliver
1 Crystalline Sliver
1 Essence Sliver
1 Galerider Sliver
1 Gemhide Sliver
1 Harmonic Sliver
1 Heart Sliver
1 Hibernation Sliver
1 Homing Sliver
1 Horned Sliver
1 Hunter Sliver
1 Magma Sliver
1 Manaweft Sliver
1 Megantic Sliver
1 Muscle Sliver
1 Necrotic Sliver
1 Plated Sliver
1 Predatory Sliver
1 Quick Sliver
1 Root Sliver
1 Shifting Sliver
1 Spectral Sliver
1 Spined Sliver
1 Synapse Sliver
1 Syphon Sliver
1 Talon Sliver
1 Thorncaster Sliver
1 Toxin Sliver
1 Venom Sliver
1 Virulent Sliver
1 Ward Sliver
1 Winged Sliver
1 Academy Rector
1 Adaptive Automaton
1 Seedborn Muse
1 Aluren
1 Faces of the Past
1 Mana Echoes
1 Mirari's Wake
1 Coat of Arms
1 Chromatic Lantern
1 Darksteel Ingot
1 Door of Destinies
1 Heart Stone
1 Selesnya Signet
1 Simic Signet
1 Sol Ring
1 Tundra
1 Underground Sea
1 Badlands
1 Taiga
1 Savannah
1 Scrubland
1 Plateau
1 Volcanic Island
1 Tropical Island
1 Bayou
1 Hallowed Fountain
1 Watery Grave
1 Blood Crypt
1 Stomping Ground
1 Temple Garden
1 Godless Shrine
1 Sacred Foundry
1 Steam Vents
1 Breeding Pool
1 Overgrown Tomb
1 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
1 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Arid Mesa
1 Scalding Tarn
1 Misty Rainforest
1 Verdant Catacombs
1 Mana Confluence
1 City of Brass
1 Sliver Hive
1 Command Tower
1 Crystal Quarry
1 Strip Mine
1 Wasteland
1 Gaea's Cradle
1 Volrath's Stronghold
1 Plains
1 Mountain
1 Island
1 Swamp
RG Lands
B Mono Black Pox
C MUD
Vintage:
UBRGW Dredge
Notable cards I see that are missing from this route (in no particular order):
Any ramp... (Exploration, Burgeoning, Shard Convergence, Farseek, Cultivate, Kodama's Reach)
Blur Sliver (redundant haste)
Patriarch's Bidding and Aphetto Dredging(recover from board wipe)
Basal Sliver (part of the combo)
Ashnod's Altar (serves the same function as Basal)
Tutors... (I run Demonic, Vampiric, Worldy, and Enlightened)
Acidic Sliver (infinite damage with the combo and you don't need to attack)
Aggravated Assault (infinite attack steps even without the combo)
Amoeboid Changeling (might as well use both abilities of Overlord)
Intruder Alarm ("combo" by itself)
Training Grounds (better than Heartstone, but run both)
Unnatural Selection (enchantment form of Amoeboid)
Firewake Sliver (redundant haste and sac outlet)
Some card selection and draw... (Sylvan Library, Distant Melody, Harmonize, Sensei's Divining Top, Dormant Sliver)
Mnemonic Sliver (card draw and sac outlet)
Some Counterspells...
Some cards I think you can cut:
Coat of Arms
Door of Destinies
Any sliver that gives +1/+1 or any variation (except Legion)
Any sliver that isn't part of the combo or generally protect the combo. You don't need lifelink or spectral sliver
TLDR;
Go more combo, protect it and ignore the fluff. You will be dealing infinite damage not just big damage.
I read the primer, and still do not understand how Basal Sliver/Ashnod's Altar allow an infinite combo.
I still don't get it.
Here is my new list based on everything I was able to dig up, and match to the existing lists floating here.
1 Aluren
1 Amoeboid Changeling
1 Aphetto Dredging
1 Arid Mesa
1 Badlands
1 Basal Sliver
1 Bayou
1 Blood Crypt
1 Bloodstained Mire
1 Breeding Pool
1 Brood Sliver
1 City of Brass
1 Chromatic Lantern
1 Clot Sliver
1 Coalition Relic
1 Command Tower
1 Constricting Sliver
1 Counterspell
1 Crawlspace
1 Crypt Sliver
1 Crystalline Sliver
1 Darksteel Ingot
1 Demonic Tutor
1 Dormant Sliver
1 Essence Sliver
1 Faces of the Past
1 Flooded Strand
1 Gaea's Cradle
1 Galerider Sliver
1 Gemhide Sliver
1 Godless Shrine
1 Grim Tutor
1 Hallowed Fountain
1 Harmonic Sliver
1 Heart Sliver
1 Heartstone
1 Hibernation Sliver
1 Homing Sliver
1 Lim-Dûl's Vault
1 Mana Bloom
1 Mana Confluence
1 Mana Echoes
1 MANAweft sliver
1 Marsh Flats
1 Mirari's Wake
1 Misty Rainforest
1 Necrotic Sliver
1 Overgrown Tomb
1 Patriarch's Bidding
1 Plateau
1 Polluted Delta
1 Quick Sliver
1 Root Sliver
1 Sacred Foundry
1 Savannah
1 Scalding Tarn
1 Scrubland
1 Seedborn Muse
1 Selesnya Signet
1 Sensei's Divining Top
1 Shifting Sliver
1 Simic Signet
1 Sliver Hive
1 Sliver Hivelord
1 Sliver Legion
1 Sliver Queen
1 Sol Ring
1 Steam Vents
1 Stomping Ground
1 Strip Mine
1 Sylvan Library
1 Synapse Sliver
1 Syphon Sliver
1 Taiga
1 Temple Garden
1 Thorncaster Sliver
1 Toxin Sliver
1 Training Grounds
1 Tropical Island
1 Tundra
1 Underground Sea
1 Unnatural Selection
1 Vampiric Tutor
1 Venom Sliver
1 Verdant Catacombs
1 Virulent Sliver
1 Volcanic Island
1 Volrath's Stronghold
1 Ward Sliver
1 Wasteland
1 Watery Grave
1 Windswept Heath
1 Winged Sliver
1 Wooded Foothills
1 Plains
1 Mountain
1 Island
1 Swamp
RG Lands
B Mono Black Pox
C MUD
Vintage:
UBRGW Dredge
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 have found that the extra mana cards like Mana echoes, Mirari's wake and Mana Reflection are working like that. I mean, the deck should be able to work without them, but they are great when they are up.
However, since I usually cant find the proper time to cast them, Ive decided to remove them in favor of more slivers and had to include those (usually removed) +1/+1 ones. Why? Because when Im in 1 vs 1, if I begin playing slivers early (specially the haste ones) I usually get the upper hand and the opponent cannot recover.
I think that those extra mana enchantments (if they are going to be included) should all be included for redundancy or all of them removed at once.
However, after seeing those results I think that having a bit of aggro isnt bad at all, as slivers have always been great at that (just play the modern version). Just imagine this: T1 land, T2 land and Sinew sliver, T3 land and Blur Sliver, T4 Land and Bone Scythe Sliver, then T5: Land and Sliver Overlord.
Thoughts?
Your meta will heavily influence the success or failure of your strategies all the time, but even so, I've consistently found out that people is RIDICULOUSLY SCARED of slivers. With good reason, I should add.
Now, regarding your comments about mana doublers being 'win more' cards: you may have a point. Those cards ended up having a spot on my deck after I was consistently confronted with the fact that either I deployed most or all of my key pieces at the same time, or I would never get to deploy then at all. Maybe your experience is different; if that's the case, share your wisdom with us and tell us how you got it to work
[Horde] Phyrexia ascendant - The Virus
WUBRG - [Primer] Sliver Overlord - The Swarm - WUBRG
1.- Vs: Narset, Sidisi and 2 other commanders that I dont remember. Crazy stuff was happening everywhere, cleaned the board and began sculpting my hand for combo while resistimg enemy atks. On a given turn I managed to play Queen and basal, leading to an infinite mill combo.
2.- Vs: Ayli, Scion and Derevi. Ayli accidentally killed Rector and I get Omniscience in play, Derevi attempts to destroy it and I counter. Ayly realizes her mistake and casts Wrath of God, I tutor for flash sliver and flash Hivelord in resisting the wrath. After that I receive turn, Scion scoops and I tutor for Legion, Bonescythe and Blur.
3.- Vs Kaalia. I get an aggro hand and proceed to crush her. Mana reflection was available, but had no need to cast it.
4.- Vs Sigarda. I go the control route and fail to control her, she destroys me via voltron. Mirari's wake kept looking cool on my hand.
5.- Vs Sidisi. She gets a good starting hand and I start ramping. She quickly gets to a level in which I had to devote resources to control the board, couldnt find the time to cast Mirari's Wake.
6.- Vs Kalemne and Mizzix: Kalemne gets the god hand and starts putting tons of pressure via hasted creatures, Mizzix controls him and attempts to get Omniscience in play which I counter. I had a ton of mana available and sculpt my hand. Kalemne and her partners get out of hand thanks to Gisela and almost kills both of us in one turn (he got greedy), but we managed to barely resist. Mizzix desperately builds up his defences and passes turn, with both opponents tapped out I pull out the Purphoros infinite damage combo.
7.- Vs. Kaalia and Sigarda: I play very conservately and just ramp while holding counters in hand. After some turns Kaalia manages to pull put Rakdos and aims him to me, I get hit and cant recover from the sacrifices I had to do.
8.- Vs Ulamog and Narset: Ulamog had the most advanced board. I manage to pull out a Seedborn Muse and go crazy with all the untapping flashing in a lot of slivers. Won via the flying voltron style.
Ok, there are a lot more. The point is that the extra mana cards were usually not relevant in my win %. Thats why I say they are win more cards and probably should be removed.
I dont think that adding just 3-4 extra slivers would make this an aggro deck, just slighty increase the chances of getting a fast start. Otherwise I think the only good sliver that could deserve going in is the vigilance one to getmdouble value from the slivers, and that would leave slots open for... More conterspells?
Time Walk 1U: Win target game.
Demonic Tutor 1B: Add a time walk to your hand.
Like Golgari Signet?
How does that filter? Like mana colors? If so, it's better to have your mana base do this in a 5 color deck IMHO.
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
Time Walk 1U: Win target game.
Demonic Tutor 1B: Add a time walk to your hand.
They are budget ramp for sure. I try to run more aggressive ramp or 5 color ramp. I'd run Fellwar Stone and Coalition Relic first for ramp. Plus 2 mana slivers tend to help that a lot too.
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
1 Sliver Overlord
Creatures: (24)
2 Acidic Sliver
3 Amoeboid Changeling
4 Basal Sliver
5 Blur Sliver
6 Clot Sliver
7 Crystalline Sliver
8 Darkheart Sliver
9 Dormant Sliver
10 Firewake Sliver
11 Galerider Sliver
12 Gemhide Sliver
13 Harmonic Sliver
14 Heart Sliver
15 Hibernation Sliver
16 Manaweft Sliver
17 Mnemonic Sliver
18 Necrotic Sliver
19 Quick Sliver
20 Root Sliver
21 Sedge Sliver
22 Sliver Hivelord
23 Sliver Legion
24 Sliver Queen
25 Venom Sliver
Artifacts: (9)
26 Ashnod's Altar
27 Chromatic Lantern
28 Coalition Relic
29 Darksteel Ingot
30 Heartstone
31 Mox Diamond
32 Sensei's Divining Top
33 Sol Ring
34 Urza's Incubator
35 Aphetto Dredging
36 Bring to Light
37 Counterspell
38 Cultivate
39 Demonic Tutor
40 Disallow
41 Dissolve
42 Distant Melody
43 Enlightened Tutor
44 Farseek
45 Harmonize
46 Insidious Will
47 Mystical Tutor
48 Patriarch's Bidding
49 Shard Convergence
50 Vampiric Tutor
51 Vindicate
52 Wildest Dreams
53 Wordly Tutor
Enchantments: (9)
54 Aggravated Assault
55 Burgeoning
56 Cryptolith Rite
57 Exploration
58 Intruder Alarm
59 Mana Echoes
60 Sylvan Library
61 Training Grounds
62 Unnatural Selection
Lands: (38)
63 Ancient Ziggurat
64 Badlands
65 Bayou
66 Bloodstained Mire
67 Breeding Pool
68 Cavern of Souls
69 Command Tower
70 Exotic Orchard
71 Forest
72 Hinterland Harbor
73 Island
74 Misty Rainforest
75 Mountain
76 Overgrown Tomb
77 Plains
78 Plateau
79 Polluted Delta
80 Reflecting Pool
81 Rootbound Crag
82 Savannah
83 Scalding Tarn
84 Scrubland
85 Sliver Hive
86 Stomping Ground
87 Sunpetal Grove
88 Swamp
89 Taiga
90 Temple Garden
91 Thran Quarry
92 Tropical Island
93 Tundra
94 Underground Sea
95 Verdant Catacombs
96 Volcanic Island
97 Volrath's Stronghold
98 Windswept Heath
99 Wooded Foothills
100 Woodland Cemetery
I would like to add the remaining fetches (Flooded Strand, Arid Mesa, and Marsh Flats) but I don't know what to cut for them. I also already feel like the deck has too many lands and would actually cut the non-green fetches entirely. But what would I add back instead?
As always any thoughts or suggestions are appreciated.
1 Sliver Overlord
Creatures: (24)
2 Acidic Sliver
3 Amoeboid Changeling
4 Basal Sliver
5 Blur Sliver
6 Clot Sliver
7 Crystalline Sliver
8 Darkheart Sliver
9 Dormant Sliver
10 Firewake Sliver
11 Galerider Sliver
12 Gemhide Sliver
13 Harmonic Sliver
14 Heart Sliver
15 Hibernation Sliver
16 Manaweft Sliver
17 Mnemonic Sliver
18 Necrotic Sliver
19 Quick Sliver
20 Root Sliver
21 Sedge Sliver
22 Sliver Hivelord
23 Sliver Legion
24 Sliver Queen
25 Venom Sliver
Artifacts: (9)
26 Ashnod's Altar
27 Chromatic Lantern
28 Coalition Relic
29 Darksteel Ingot
30 Heartstone
31 Mox Diamond
32 Sensei's Divining Top
33 Sol Ring
34 Urza's Incubator
35 Aphetto Dredging
36 Bring to Light
37 Counterspell
38 Cultivate
39 Demonic Tutor
40 Disallow
41 Dissolve
42 Distant Melody
43 Enlightened Tutor
44 Farseek
45 Harmonize
46 Insidious Will
47 Mystical Tutor
48 Patriarch's Bidding
49 Shard Convergence
50 Vampiric Tutor
51 Vindicate
52 Wildest Dreams
53 Wordly Tutor
Enchantments: (9)
54 Aggravated Assault
55 Burgeoning
56 Cryptolith Rite
57 Exploration
58 Intruder Alarm
59 Mana Echoes
60 Sylvan Library
61 Training Grounds
62 Unnatural Selection
Lands: (38)
63 Ancient Ziggurat
64 Badlands
65 Bayou
66 Bloodstained Mire
67 Breeding Pool
68 Cavern of Souls
69 Command Tower
70 Exotic Orchard
71 Forest
72 Hinterland Harbor
73 Island
74 Misty Rainforest
75 Mountain
76 Overgrown Tomb
77 Plains
78 Plateau
79 Polluted Delta
80 Reflecting Pool
81 Rootbound Crag
82 Savannah
83 Scalding Tarn
84 Scrubland
85 Sliver Hive
86 Stomping Ground
87 Sunpetal Grove
88 Swamp
89 Taiga
90 Temple Garden
91 Thran Quarry
92 Tropical Island
93 Tundra
94 Underground Sea
95 Verdant Catacombs
96 Volcanic Island
97 Volrath's Stronghold
98 Windswept Heath
99 Wooded Foothills
100 Woodland Cemetery
I feel like I have too many lands, thoughts?
Loving it too. I'll have to get one for me.
[Horde] Phyrexia ascendant - The Virus
WUBRG - [Primer] Sliver Overlord - The Swarm - WUBRG
[Horde] Phyrexia ascendant - The Virus
WUBRG - [Primer] Sliver Overlord - The Swarm - WUBRG
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsI just so scarred that we will get the terrible corset slivers again reading this thread just brought back how bad the corset slivers were. It felt like lazy cookie-cutter magic. The corset slivers didn't even feel like slivers.
Oh I also feel like you need more swamps since your running sedge sliver. Also Prophet of Kruphix is band in EDH/Commander. Plus Amoeboid Changeling gives you a great combo with card steal.
I hope whenever we end up back on Dominaria we see the original and ONLY Slivers again. I feel that the flavor text on Sliver Legion hinted at a nascent Queen.
Omnath, Locus of Mana
I don't know what soul ring dose in this deck. You slivers are cheap as are most of your spells you have many other forms of ramp and fixing it just seams misplaced. Maybe Triumph of the Hordes or instead of Mind's eye you could play metallic Mimic. Your over all power feels a bit weak and this card leaves permanent buffs for after it is killed unlike Megantic Sliver or Sliver Legion.
I don't understand Aether vile. You could do more with that card slot. You could just run another sliver or so grave yard hate.
Still it looks purity refined.
"Like everything else that's native to the plane of Rath, the Slivers' origins have been lost to time" – John “Hannibal” Smith (HOW THEY FIT INTO MAGIC'S STORYLINE)
https://magic.wizards.com/en/articles/archive/sliver-story-2004-03-08
We know they are not mindless killing machines but have thought and reason maybe a mix between the Zerg and the Protous from star-craft. Scary thought I know. They are the embodiment of evolution. Think each sliver hatches as a color less basic 1/1 but as it grows and matures it changes and becomes somthing new. Something that adds to and improves the entire hive as a hole. Then it shares it with others so that the hive can further improve. They are the ultimate predictor because they never stop improving, shearing, and growing.
This is why I wish they would fix the redundancy issue with slivers. It makes seance that slivers wouldn't care about witch side they were on. They are all slivers unlike elves that are so ridged and supremacist in their views. Example Nisa and her encounter with the elves with horns that both shunned and blamed her for the problems of their plain which she was trying to help. Slivers would never do that.
Even Volrath sanctum was allowed to exist; it only helped to give farther strength and security to the hive. If the scientists had not awoken the silvers early and tied to enslave them then they wouldn't have been wiped out. Plus their is possibility that slivers could date back to before Erzia with the gemstone mines being linked to gemhide sliver but that is pure speculation on my part.
I would like to see a sliver like example : Plasma Rioter Sliver- 2R All sliver have haste while you control 3 or more slivers all slivers you controle get +1/+2 (2/2)
See fixes the redundancy problem like Sedge Sliver while keeping that good old sliver flavor. You give all slivers hast but your sliver get stronger because it is on your side and you have 3, that is if you have three if not you just gave your opponent haste. Now this is only one example and as a three drop it would be good in every sliver deck and you would always be happy to have a hand with multiples of this card since you would could have multiple +1/+2 effects. This also follows the hole overwhelming force of slivers you know it is the hive not the individual that is scary.
The history of slivers is Rath, to Dominaria in urbor volcano. To island of Riptide on Dominaria and the core set slivers on Shandalar. SO some how slivers can be found on no less then 3 different plains and lack the ability to plains walk also their are while still being able to tap into that plains mana a feat that is supposed to be exclusive to plains walkers and Elzrazi. Some phrexians that look a lot like slivers just saying this tribal could still have some serious history.
I just want to see some more good old slivers again to to bluster the treble. Just make a new 2 drop mana dork that has a stack-able mana ability so we can have some proper ramp like elves and we don't get dead cards in hand.