From here should the idea be to continue to apply pressure by having a consistent flow of Slivers to hit the board by way of card draw, cantrips, and/or mil effects like Commune with Nature, or should it be to interact with the opponent between the turns where you're not drawing Slivers by of cards like Oblivion Ring or Counterspell?
I'd highly recommend tossing in 3-4 Quick Sliver, since you will already pack some more removals and counters at instant speed, so it will allow to flash in threats if you don't do anything with your mana, or potentially ambush attackers / blockers in combat flashing in a sliver lord. Winged Sliver will give you game against a lot of decks and will overpower Delver decks that try to go over the top with flying creatures. The Fertile Thickets, being your base color, will fix your mana without recurring to a ton of duals, and coupled with Ponder will ensure that you always have the basic you need to cast your spells, since you don't have double-colored requirements (and I'd avoid doing so), and Distant Melody will ensure you always have a full grip.
You can fill in the gaps with more cantrips, counters and removal, and some mixture of Quick Sliver, Sentinel Sliver and Hive Stirrings (doesn't gain flash though).
Well, I'd go the aggro route myself but I think it's personal opinion here.
Also, Plated Sliver seems way better than Sidewinder Sliver because it's effect stacks with multiples on the board.
Plated Sliver is probably still better, but Flanking actually does stack. At least, that's what I understand when I see Cavalry Master.
This is the core that everyone uses
4 Predatory Sliver
4 Sinew Sliver
4 Sidewinder Sliver
4 Gemhide Sliver
From here should the idea be to continue to apply pressure by having a consistent flow of Slivers to hit the board by way of card draw, cantrips, and/or mil effects like Commune with Nature, or should it be to interact with the opponent between the turns where you're not drawing Slivers by of cards like Oblivion Ring or Counterspell?
The core I'd run would be:
4 Predatory Sliver
4 Sinew Sliver
4 Muscle Sliver
4 Winged Sliver
4 Ponder
3 Distant Melody
Instant (8)
4 Mana Leak
4 Gideon's Reproach
4 Fertile Thicket
I'd highly recommend tossing in 3-4 Quick Sliver, since you will already pack some more removals and counters at instant speed, so it will allow to flash in threats if you don't do anything with your mana, or potentially ambush attackers / blockers in combat flashing in a sliver lord. Winged Sliver will give you game against a lot of decks and will overpower Delver decks that try to go over the top with flying creatures. The Fertile Thickets, being your base color, will fix your mana without recurring to a ton of duals, and coupled with Ponder will ensure that you always have the basic you need to cast your spells, since you don't have double-colored requirements (and I'd avoid doing so), and Distant Melody will ensure you always have a full grip.
You can fill in the gaps with more cantrips, counters and removal, and some mixture of Quick Sliver, Sentinel Sliver and Hive Stirrings (doesn't gain flash though).
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Plated Sliver is probably still better, but Flanking actually does stack. At least, that's what I understand when I see Cavalry Master.
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http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
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http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/