Well, it looks interesting and fun, but it seems to be slow and clunky.
Having a lot of 1x can put us in situations where we have a lot of irrelevant abilities.
At first glance, It seems worse than the CocoVial one, but, heck, it's a 4th place in a StarCityGames Invitational: something in that deck works.
It would be nice to hear the pilot about card choices.
Back to paper magic tonight after a couple weeks off. Damping Sphere makes its debut.
Monday night Modern.
Round 1 - Dredge, 2-0. Opponent fell flat on his face both games. Was not close. It was so fast I cant even remember much of the match-up. Sideboard +2 Warping Wail +1 Relic +2 Syphon -2 Dismember -2 Necrotic -1 Diffusion.
Round 2 - Budget Burn, 1-2. Came out too slow in game 1 to make any ground and lost to multiple burn spells. Sideboard: +2 Syphon +2 Darkheart -2 Dismember -2 Necrotic. Landed a turn 2 Darkheart and that was the game, opponent could not get rid of anything without me gaining life. Game 3, this was not a game... I mulliganed to 5 cards eventually keeping a 4 land hand. Each of the mulliagned hands were 5 lands. I played 2 spells and died in game 3.
Round 3 - Affinity, 2-0. Game 1 managed to pull off the upset in game 1 due to my opponent never seeing any payoff card, no plating no ravager no champion no master no overseer... Sideboard: +3 Harmonic -3 Diffusion. Game 2 was much closer, but I eventually saw all 3 Harmonics and even though I was stuck without a swamp forever it seemed the 3 Sedges in play were awesome. Finally top decked a godless shrine to finish my opponent.
Round 4 - Ponza, 2-1. Got out to a fast start and never let my opponent in the game. Sideboard: +2 Harmonic +2 Frenetic -2 vial -2 dismember. Fetched an overgrown tomb turn 1 into a cavern turn 2 and a manaweft, which then got bolted immediately (should have played the diffusion) and then followed up with a Blood Moon. That was game over. Sideboard: +2 vial -2 Frenetic. Game 3, Kept a 1 lander with a vial... T1 Shocked in Watery grave, cast Vial. T2 cast galerider, vialed in striking. (stone rain my 1 land) T3 vial in manaweft, cast manaweft off sliver mana. T4 vial in Sinew, attack for 8. T5 win.
Games 7-3
Matches 3-1
2nd place.
Never got the chance to bring in the Damping Sphere, but I am ready for when they will be good. Had some very powerful draws and great CoCo's, so much better than I ever see online. For whatever reason, the deck draws and plays MUCH better in paper.
I did get an online match in today as well.
Amulet Titan, 2-1. I did get to use the Damping Sphere in this one. Game 1, I managed to Necrotic 3 Primeval Titans to get the win. Game 2 didnt see the Sphere but got really close to the win but fell prey to a titan. Game 3, dropped a turn 3 Damping Sphere... it shut down his deck. He pact'ed for a titan and then the following turn had to ghost quarter one of his own lands to get a second green source to pay the pact.
Unfortunately lost my memories due to coupious amounts of alcohol afterward, but no hollow one matchups. Tried to test against it the next day, but the matchup felt pretty bad. Or my opp just drew nuts in each of the 10 games we played.
Some thoughts about the deck I remember. Would like 4x Striking Sliver and would cut diffusion slivers or move them to Side. Otherwise the deck is just so explosive and with so many lords in the deck the combat is just too difficult for most opponents.
One blowout I remember against Living End. I had Frenetic Sliver on the play, two lords and Striking Sliver. Opponent casts Living End off from cascade and I respond with Frenetics ability keeping priority just in case and put all the abilities for all slivers to stack. After resolving I had board of 3/3 or 4/4 first strikers. Played Galerider and attacked for lethal. It felt nice.
Also Affinity was pretty cake walk with Striking and Galerider.
But again, thanks for keeping the sliver dream alive
Grats!
I felt Striking and Frenzy were most promising additions to the deck
Spined is a sliver Im least satisfied with (but he depends on meta)
Mutagenic Growth is long better than Diffusion Sliver for me, nowadays Bolt is almost as dominant as before so 1-2 Mutagenics is very good
Im using Chalice and its a fine tool to have in some matchups where I lack interaction but the fact that I almost never play it on the draw makes it kinda awkward
Homing and Necrotic I think too slow for deck
Venom is not what we want to do (deal damage, not trade) but with 4 Striking it is much better. Though you are positioning yourself for a blowout: you block with First Strike Deathtouchers, then they remove any of them and you lose a lot.
Dismember is a nice way to remove big creature for 1 mana (Eldrazi, delve B, Hollow One and others) and continue attacking
Im looking forward to use Damping Sphere but I didnt decide what I am cutting
I think lead could be interesting as a sideboard vs. Jund and control from a traditional viewpoint. Basically try a bg elf approach to sideboarding... Thoughtseizes for combo and leads for grindy and the rest focused on specific aggro like burn.
If it were to be added to traditional sideboard, I think we'd have to up the forest count in the deck to compensate for the additional green only spell. That may not be a bad thing, just switch all shocks to Overgrown tombs. The question is what does it replace? I think if it goes in it replaces Frenetic, instead of a 50% removal dodge we'd get a reload. Think I'll give it a test and see how it goes. Trying to get ready for regionals in a few weeks...
I am not aware of any. Every now and then a regular streamer will pick the deck up for a league and stream it, but no one regularly to my knowledge.
I've been struggling lately with humans match-ups. Does anyone have any suggestions for combating Humans? I'm thinking a Torpor Orb in side to stop their +1/+1 counters, freebooters and reflector mages. The Orb would replace the 1 Relic that I have left in my list.
I tried to compare Chalice of the Void and Damping Sphere as sideboard cards
I ended up with the following table
Last column tries to estimate card's usefulness as meta percent multiplied by strength in a matchup with a total at bottom
Seems like Chalice is more useful
These numbers for Fast Slivers, Traditional Slivers have more incentives to use Chalice as they can deploy Chalice for 2 on third turn shutting down Storm and forbidding subsequent Affinity payoff cards
I played about 8-10 matches with Damping Sphere but didnt get matchups to use it.
Maybe my numbers are off, they are subjective and as I said I didnt use Damping Sphere once. vs Grixis DS I think I never used Chalice as I thought they pack a number of KCommands and underestimated their number of 1cc spells but my recent check on mtggoldfish netted a list without kcommands at all. And if you add disabling Snapcaster, Chalice becomes a good card.
Also dont forget Damping Sphere slows us down too
Decks I considered Chalice to use against but decided im not going to:
Elves, 19 1cc, have caverns.
Tron, 19 1cc with recent additions of relics
Burn 16 1cc, 20 2cc. Dont put Chalice on one here, it will cost you tempo and you miss one cast anyway. Chalice on 2 though stops their more damaging threats and their 1cc creatures arent that dangerous by this time
Jeskai Control, 11 1cc + 4 Snapcasters
Mardu Pyro, 17 1cc, 2-3 kcommands
Round 1 - Jund 2-0. Managed to have a turn 2 manaweft not die and turn into a turn 3 Collected company and drop a sedge and galerider. The jund player didnt have removal for everything like most matchups turn out to be and since I was able to keep creatures and got the win.
Round 2 - Jeskai Control 2-0. Game 1 was a struggle, multiple bolts, helixes and snapcasters kept my board quite empty, but eventually after making my 4th token I massed enough damage to finish him off. Game 2 was a blow out, turn 4 end of opponents turn I vialed in Sedge, it resolves and opponent responded to end by bolting it, I responded with Collected company dropping another sedge and blur into play, sedge survived, go to my turn... drew and played a hivelord and swung for 19.
Round 3 - BTL Scapeshift 0-2. Made a mistake in game 1, failed to correctly time a slivercycle, needed to get a necrotic much sooner but failed to do so in the best timing and a scapeshift went off with 8 lands in play on my opponents side, 21 damage from valakut. Game 2, mulled to a sub par 6, opponent saw a nutty hand where he dropped Sakura tribe elders 3 turns in a row to stop some damage and advance his land count keeping me from being able to get enough damage thru and on turn 5 scapeshifted with 8 lands in play.
Round 4 - Affinity 2-1. Game 1 was not a game, mulliganed to 4 with no land and scry'd a spell to the bottom and proceeded to never draw a land. Game 2 was the opposite, opponent only had the singleton mountain in his deck in play the whole game. Game 3, the only game both players played spells and competed... Turn 4 collected company into a harmonic and sedge and that just about sealed it, the turn 5 coco completed it.
Round 5 - Grishoalbrand 2-0. Game 1 opponent mulled to 5, and was only able to Shoal a worldspine wurm to delay the inevitable for 1 turn. Game 2, opponent mulled to 4 and it wasnt much better than game 1, at end of turn 3 he was at 13 and i had 12 power on board, I proceeded to warping wail for a 1/1 at end phase and he scooped it up.
I Have a Modern Slivers and wish to upgrade it. I feel that my Modern Slivers is not prepared to face the JTMS threat. Is it possible if you help me choose the best cards for it and I would appreciate some assistance on your side. Here is the following link to my Sliver deck, there is a bit of a mistake on the website that its legacy legal so kindly ignore it. The link is; https://tappedout.net/mtg-decks/sliver-revolution-the-dominion/.
I was thinking of a Mutavault, Cavern of Souls, Eldrazi Conscription, the Tarkir Fetches, Jace the Mind Sculptor and the Ravnica Shocks as an upgrade for my deck.
I would really appreciate any support from you people, I would gladly thank you all for assistance.
P.S. This deck is of a sentimental value and I do not wish to abandon my beloved deck.
Im not sure what your goals are. Face JTMS meaning beat modern tournament decks? Your deck is not competitive, youd have to fall into one of competitive Slivers builds - Fast or Traditional list. Must have changes would be Sinew Sliver, Caverns of Souls, Mutavault and Sliver's Hive. And abandoning not modern legal cards like Stifle, Dark Depths, Crystalline Sliver.
For no card restrictions games you miss Muscle Sliver
On a side note Fast Slivers are very good against JTMS. It costs 4 mana, so it is slow, it bounces low cost slivers so they are easily put back, fatesealing is ineffective because threat density is very high and even if we are forced to draw lands that makes Sliver Hive activations sooner. I played against him once or twice
Btw I replaced one Virulent Sliver with Striking Sliver and I think I'll stick to it. Also testing one Frenzy Sliver over Spined Sliver for a quite some time, I think they are about the same and meta decides which is better though Spined mana cost was a problem sometimes before Unclaimed Territory was introduced
After playing a lot with Slivers, I started to feel that something was wrong with the deck.
It seemed that it has some tension into it: I had a feeling that half of the deck was fighting with the another half. It it's a aggresive or a toolbox deck? A Vial or a CoCo one? After so much thought (and a bit of sadness, since it's a card that I love), I dropped Collected Company entirely.
May man, that was the best idea I had in a long time.
The deck becomes a lot more linear, sure. But it's a lot more consistent. My hand quality has rocketed insanely, and the deck seems to play more smoothly.
I realised that the deck didn't benefit a lot from CoCo. It was too slow, and our drops are not as insane as in other CoCo strategies.
I still have a lot of chances in late game: Sedge Sliver is a blast, Sliver Hive wins matches against control, and we have Homing Sliver to win the topdeck war.
I now know the reason of Humans and Merfolk not playing CoCo.
This is not Fast Slivers: the CoColess vial version still have some of the changing-gears capabilities of the CoCo version.
Although, I have found that our humans matchup is pretty good.
Seriously: take off the Collected. I resisted initially, but testing have proved it worth (at least to me).
Care to share your list? I'd love to see it as I have 1 more chance to test before regionals this weekend. Very interested to see what you did with the land base and what got added in the place of CoCo.
Notes:
- Mana slivers are still very good, but probably is not wrong to cut down to 3
- Leeching sliver have been pretty good to me, but it's not a 4 of
- Phantasmal Image is still under testing
- Nine one-mana slivers are not ugly. Depending on meta, could cut one or two, but I have been impressed
- Four fetches are needed to properly turn on Sedge. Probably, another swamp over the island is correct.
- Nowadays, I would like to test one or two four drops (like Bonnespliter or Scythe), but it's probably a bit overkill
I think you are probably going to be gassed or draw the 1 drops later. Humans and Merton can get away with it to some extent due to card quality with humans and cantrips for merfolk. They also provide a measure of disruption that Slivers can't match. Coco is primarily there as a card advantage tool that Slivers desperately i think needs. It's awkward and clunky, but unless you are low fast slivers racing, you will need it.
I gave it a quick test online, and found out much of what Worldsaverinc is talking about. The 1 drops came out too late and once behind you are done, there is no catching back up. Sure a few matches wont tell all but I feel the deck didnt perform well at all without CoCo.
Please wish me luck guys, on Saturday I will be playing traditional list in Kansas City at SCG regionals.
Slivers has reactive interaction. Most of our interaction is a direct response to an opponent's action whether it is Sedge Sliver, Frenetic Sliver, Diffusion Sliver, or Fast Sliver's interaction with Mutagenic Growth. This is really good against control, midrange, and we destroy other aggro decks, but it is incrediably vulnerable to combo and we can't force the same plays or stop the opponent doing anything, but only react to them.
Merfolk and Humans can provide Proactive interaction in the form of Harbinger of the Tides, Merfolk Trickster, Merrow Reejerey, and Tidebinder Mage for Merfolk and Kitesail Freebooter, Meddling Mage, Thalia, Izzet Staticaster, and Reflector Mage. We don't have that disruptive element other than blanking removal.
Regionals was yesterday...
It was a long miserable day.
I was the most unlucky I can ever remember being.
Round 1 - Abzan Midrange 1-2. Won game 1 with a Diffusion and a Sedge hanging around most of the game. Game 2, Kept a 7 with Swamp, Forest, Watery grave, Vial, Predatory, Blur, Sedge. Turn 1 my opponent leads with inquisition taking the vial, it took 6 turns for me to find a Cavern so all my remaining plays were very late. I eventually cast a CoCo to see 4 lands, CoCo and a Warping Wail, Abzan wore me down and won the game. Game 3, Got blown out by a damnation the turn before drawing a Warping Wail and could not recover.
Round 2 - Eldrazi and taxes 2-1. The match of mulligans, game 1 my opponent mulls to 5 and gets overrun quickly. Game 2 I mulligan to 5 keeping a 1 lander and never see land 2. Game 3 opponent mulls to 6 but fails to match the 5/5 and 6/6s I manage to swarm out.
Round 3 - Affinity 1-2. Game 1, I'm stuck on 1 land again after a mull to 5 but manage to put up a little fight when I draw a vial around turn 4. Game 2 curved out perfectly Galerider into Predatory into Sinew and Striking, easy victory. Game 3 very close game, really needed to see harmonic but it never made an appearance even after I brought in 3 after game 1. Got to a point where after combat opponent blasts my galerider with him at 14, my next turn I could only swing for 13 all in and being unable to block his following turn swing in the air for lethal.
Round 4 - Ponza 0-2. Full tilt here... Game 1, mull to 5 keep 1 lander and never see land 2. I think the opponent felt sorry and never blew up the 1 land. Game 2, saw 8 lands and 3/4 manawefts into the biggest flood ever, held him off for a few turns with tokens from hive but it was simply over.
Round 5 - mono W Taxes 2-1. I'm classifying this as taxes though it was a build I was not familiar with. He scooped in game 1 after I turn 4 CoCo into a blur and a lord with another lord and Galerider in play. Game 2 he got his shalai angel of plenty active and making counters along side odric lunarch marshall and I made a few mistakes to take the loss. Game 3, figured out how to beat Shalai... send a bunch of 5/5 and 6/6s at her... I landed 4 lords in game 3 and won with huge damage.
Round 6 - Mardu pyromancer 1-2. Won game 1 thru my opponents mistake, had predatory and active sedge on board and he attempted to brutality the predatory and bolt the sedge... I was like, ok sedge is a 4/4. Game 2 was another 1 lander on a mull to 5. Game 3 was simply a blow out, he had a removal for every creature and an answer to every spell.
There were 2 more rounds but at this point I was on full tilt due to all the land issues so I dropped and headed home.
2-4 match record
7-10 game record
Good news though, I hear a sliver player made top 16 at another regional via the facebook group.
Having a lot of 1x can put us in situations where we have a lot of irrelevant abilities.
At first glance, It seems worse than the CocoVial one, but, heck, it's a 4th place in a StarCityGames Invitational: something in that deck works.
It would be nice to hear the pilot about card choices.
Monday night Modern.
Round 1 - Dredge, 2-0. Opponent fell flat on his face both games. Was not close. It was so fast I cant even remember much of the match-up. Sideboard +2 Warping Wail +1 Relic +2 Syphon -2 Dismember -2 Necrotic -1 Diffusion.
Round 2 - Budget Burn, 1-2. Came out too slow in game 1 to make any ground and lost to multiple burn spells. Sideboard: +2 Syphon +2 Darkheart -2 Dismember -2 Necrotic. Landed a turn 2 Darkheart and that was the game, opponent could not get rid of anything without me gaining life. Game 3, this was not a game... I mulliganed to 5 cards eventually keeping a 4 land hand. Each of the mulliagned hands were 5 lands. I played 2 spells and died in game 3.
Round 3 - Affinity, 2-0. Game 1 managed to pull off the upset in game 1 due to my opponent never seeing any payoff card, no plating no ravager no champion no master no overseer... Sideboard: +3 Harmonic -3 Diffusion. Game 2 was much closer, but I eventually saw all 3 Harmonics and even though I was stuck without a swamp forever it seemed the 3 Sedges in play were awesome. Finally top decked a godless shrine to finish my opponent.
Round 4 - Ponza, 2-1. Got out to a fast start and never let my opponent in the game. Sideboard: +2 Harmonic +2 Frenetic -2 vial -2 dismember. Fetched an overgrown tomb turn 1 into a cavern turn 2 and a manaweft, which then got bolted immediately (should have played the diffusion) and then followed up with a Blood Moon. That was game over. Sideboard: +2 vial -2 Frenetic. Game 3, Kept a 1 lander with a vial... T1 Shocked in Watery grave, cast Vial. T2 cast galerider, vialed in striking. (stone rain my 1 land) T3 vial in manaweft, cast manaweft off sliver mana. T4 vial in Sinew, attack for 8. T5 win.
Games 7-3
Matches 3-1
2nd place.
Never got the chance to bring in the Damping Sphere, but I am ready for when they will be good. Had some very powerful draws and great CoCo's, so much better than I ever see online. For whatever reason, the deck draws and plays MUCH better in paper.
I did get an online match in today as well.
Amulet Titan, 2-1. I did get to use the Damping Sphere in this one. Game 1, I managed to Necrotic 3 Primeval Titans to get the win. Game 2 didnt see the Sphere but got really close to the win but fell prey to a titan. Game 3, dropped a turn 3 Damping Sphere... it shut down his deck. He pact'ed for a titan and then the following turn had to ghost quarter one of his own lands to get a second green source to pay the pact.
WUBRGCoco/Vial Slivers
WUBRGSlivers of the Void
Pioneer
WUBRGCoco Slivers
Legacy
WUBRGAll in Slivers
I felt Striking and Frenzy were most promising additions to the deck
Spined is a sliver Im least satisfied with (but he depends on meta)
Mutagenic Growth is long better than Diffusion Sliver for me, nowadays Bolt is almost as dominant as before so 1-2 Mutagenics is very good
Im using Chalice and its a fine tool to have in some matchups where I lack interaction but the fact that I almost never play it on the draw makes it kinda awkward
Homing and Necrotic I think too slow for deck
Venom is not what we want to do (deal damage, not trade) but with 4 Striking it is much better. Though you are positioning yourself for a blowout: you block with First Strike Deathtouchers, then they remove any of them and you lose a lot.
Dismember is a nice way to remove big creature for 1 mana (Eldrazi, delve B, Hollow One and others) and continue attacking
Im looking forward to use Damping Sphere but I didnt decide what I am cutting
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!
Been online testing out a coco and vial-less build with Lead the Stampede. 36 creatures, 4 Lead, 20 lands.
4 of's Virulent, Striking, Sidewinder, Galerider, Predatory, Sinew, Leeching, Diffusion, Lead the Stampede.
2 of's Blur, Manaweft
4 Cavern, 4 Hive, 4 Territory, 4 Mutavault, 4 Forest
Mixed results so far due to sub-par draws but its been super fun re-loading with Lead.
WUBRGCoco/Vial Slivers
WUBRGSlivers of the Void
Pioneer
WUBRGCoco Slivers
Legacy
WUBRGAll in Slivers
WUBRGCoco/Vial Slivers
WUBRGSlivers of the Void
Pioneer
WUBRGCoco Slivers
Legacy
WUBRGAll in Slivers
I've been struggling lately with humans match-ups. Does anyone have any suggestions for combating Humans? I'm thinking a Torpor Orb in side to stop their +1/+1 counters, freebooters and reflector mages. The Orb would replace the 1 Relic that I have left in my list.
WUBRGCoco/Vial Slivers
WUBRGSlivers of the Void
Pioneer
WUBRGCoco Slivers
Legacy
WUBRGAll in Slivers
GHardened Steel
WUBRG Slivers
U Merfolk
Legacy
G Hardened Steel
GUWB Counter Slivers
UMerfolk
CG Eldrazi
Commander
WUB Sydri, Galvanic Genius
WUBRGSliver Overlord
I ended up with the following table
Last column tries to estimate card's usefulness as meta percent multiplied by strength in a matchup with a total at bottom
Seems like Chalice is more useful
These numbers for Fast Slivers, Traditional Slivers have more incentives to use Chalice as they can deploy Chalice for 2 on third turn shutting down Storm and forbidding subsequent Affinity payoff cards
I played about 8-10 matches with Damping Sphere but didnt get matchups to use it.
Maybe my numbers are off, they are subjective and as I said I didnt use Damping Sphere once. vs Grixis DS I think I never used Chalice as I thought they pack a number of KCommands and underestimated their number of 1cc spells but my recent check on mtggoldfish netted a list without kcommands at all. And if you add disabling Snapcaster, Chalice becomes a good card.
Also dont forget Damping Sphere slows us down too
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!
Elves, 19 1cc, have caverns.
Tron, 19 1cc with recent additions of relics
Burn 16 1cc, 20 2cc. Dont put Chalice on one here, it will cost you tempo and you miss one cast anyway. Chalice on 2 though stops their more damaging threats and their 1cc creatures arent that dangerous by this time
Jeskai Control, 11 1cc + 4 Snapcasters
Mardu Pyro, 17 1cc, 2-3 kcommands
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!
Agree, that burn isn't where want to be
21 players - 5 rounds
4-1
Round 1 - Jund 2-0. Managed to have a turn 2 manaweft not die and turn into a turn 3 Collected company and drop a sedge and galerider. The jund player didnt have removal for everything like most matchups turn out to be and since I was able to keep creatures and got the win.
Round 2 - Jeskai Control 2-0. Game 1 was a struggle, multiple bolts, helixes and snapcasters kept my board quite empty, but eventually after making my 4th token I massed enough damage to finish him off. Game 2 was a blow out, turn 4 end of opponents turn I vialed in Sedge, it resolves and opponent responded to end by bolting it, I responded with Collected company dropping another sedge and blur into play, sedge survived, go to my turn... drew and played a hivelord and swung for 19.
Round 3 - BTL Scapeshift 0-2. Made a mistake in game 1, failed to correctly time a slivercycle, needed to get a necrotic much sooner but failed to do so in the best timing and a scapeshift went off with 8 lands in play on my opponents side, 21 damage from valakut. Game 2, mulled to a sub par 6, opponent saw a nutty hand where he dropped Sakura tribe elders 3 turns in a row to stop some damage and advance his land count keeping me from being able to get enough damage thru and on turn 5 scapeshifted with 8 lands in play.
Round 4 - Affinity 2-1. Game 1 was not a game, mulliganed to 4 with no land and scry'd a spell to the bottom and proceeded to never draw a land. Game 2 was the opposite, opponent only had the singleton mountain in his deck in play the whole game. Game 3, the only game both players played spells and competed... Turn 4 collected company into a harmonic and sedge and that just about sealed it, the turn 5 coco completed it.
Round 5 - Grishoalbrand 2-0. Game 1 opponent mulled to 5, and was only able to Shoal a worldspine wurm to delay the inevitable for 1 turn. Game 2, opponent mulled to 4 and it wasnt much better than game 1, at end of turn 3 he was at 13 and i had 12 power on board, I proceeded to warping wail for a 1/1 at end phase and he scooped it up.
WUBRGCoco/Vial Slivers
WUBRGSlivers of the Void
Pioneer
WUBRGCoco Slivers
Legacy
WUBRGAll in Slivers
For no card restrictions games you miss Muscle Sliver
On a side note Fast Slivers are very good against JTMS. It costs 4 mana, so it is slow, it bounces low cost slivers so they are easily put back, fatesealing is ineffective because threat density is very high and even if we are forced to draw lands that makes Sliver Hive activations sooner. I played against him once or twice
Btw I replaced one Virulent Sliver with Striking Sliver and I think I'll stick to it. Also testing one Frenzy Sliver over Spined Sliver for a quite some time, I think they are about the same and meta decides which is better though Spined mana cost was a problem sometimes before Unclaimed Territory was introduced
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!
WUBRGCoco/Vial Slivers
WUBRGSlivers of the Void
Pioneer
WUBRGCoco Slivers
Legacy
WUBRGAll in Slivers
It seemed that it has some tension into it: I had a feeling that half of the deck was fighting with the another half. It it's a aggresive or a toolbox deck? A Vial or a CoCo one? After so much thought (and a bit of sadness, since it's a card that I love), I dropped Collected Company entirely.
May man, that was the best idea I had in a long time.
The deck becomes a lot more linear, sure. But it's a lot more consistent. My hand quality has rocketed insanely, and the deck seems to play more smoothly.
I realised that the deck didn't benefit a lot from CoCo. It was too slow, and our drops are not as insane as in other CoCo strategies.
I still have a lot of chances in late game: Sedge Sliver is a blast, Sliver Hive wins matches against control, and we have Homing Sliver to win the topdeck war.
I now know the reason of Humans and Merfolk not playing CoCo.
This is not Fast Slivers: the CoColess vial version still have some of the changing-gears capabilities of the CoCo version.
Although, I have found that our humans matchup is pretty good.
Seriously: take off the Collected. I resisted initially, but testing have proved it worth (at least to me).
WUBRGCoco/Vial Slivers
WUBRGSlivers of the Void
Pioneer
WUBRGCoco Slivers
Legacy
WUBRGAll in Slivers
4 Galerider Sliver
4 Sinew Sliver
3 Sidewinder Sliver
3 Gemhide Sliver
1 Manaweft Sliver
2 Blur Sliver
2 Striking Sliver
4 Sedge Sliver
3 Diffusion Sliver
3 Leeching Sliver
1 Phantasmal Image
4 Aether Vial
2 Dismember
Lands:
4 Cavern of Souls
4 Sliver Hive
3 Mutavault
1 Overgrown Tomb
1 Watery Grave
1 Godless Shrine
4 Polluted Delta
1 Swamp
1 Island
2 Darkheart Sliver
1 Syphon Sliver
1 Homing Sliver
1 Diffusion Sliver
2 Harmonic Sliver
2 Frenetic Sliver
2 Warping Wail
1 Relic of Progenitus
1 Faerie Macabre
Notes:
- Mana slivers are still very good, but probably is not wrong to cut down to 3
- Leeching sliver have been pretty good to me, but it's not a 4 of
- Phantasmal Image is still under testing
- Nine one-mana slivers are not ugly. Depending on meta, could cut one or two, but I have been impressed
- Four fetches are needed to properly turn on Sedge. Probably, another swamp over the island is correct.
- Nowadays, I would like to test one or two four drops (like Bonnespliter or Scythe), but it's probably a bit overkill
Please wish me luck guys, on Saturday I will be playing traditional list in Kansas City at SCG regionals.
WUBRGCoco/Vial Slivers
WUBRGSlivers of the Void
Pioneer
WUBRGCoco Slivers
Legacy
WUBRGAll in Slivers
To expand a little further,
Slivers has reactive interaction. Most of our interaction is a direct response to an opponent's action whether it is Sedge Sliver, Frenetic Sliver, Diffusion Sliver, or Fast Sliver's interaction with Mutagenic Growth. This is really good against control, midrange, and we destroy other aggro decks, but it is incrediably vulnerable to combo and we can't force the same plays or stop the opponent doing anything, but only react to them.
Merfolk and Humans can provide Proactive interaction in the form of Harbinger of the Tides, Merfolk Trickster, Merrow Reejerey, and Tidebinder Mage for Merfolk and Kitesail Freebooter, Meddling Mage, Thalia, Izzet Staticaster, and Reflector Mage. We don't have that disruptive element other than blanking removal.
It was a long miserable day.
I was the most unlucky I can ever remember being.
Round 1 - Abzan Midrange 1-2. Won game 1 with a Diffusion and a Sedge hanging around most of the game. Game 2, Kept a 7 with Swamp, Forest, Watery grave, Vial, Predatory, Blur, Sedge. Turn 1 my opponent leads with inquisition taking the vial, it took 6 turns for me to find a Cavern so all my remaining plays were very late. I eventually cast a CoCo to see 4 lands, CoCo and a Warping Wail, Abzan wore me down and won the game. Game 3, Got blown out by a damnation the turn before drawing a Warping Wail and could not recover.
Round 2 - Eldrazi and taxes 2-1. The match of mulligans, game 1 my opponent mulls to 5 and gets overrun quickly. Game 2 I mulligan to 5 keeping a 1 lander and never see land 2. Game 3 opponent mulls to 6 but fails to match the 5/5 and 6/6s I manage to swarm out.
Round 3 - Affinity 1-2. Game 1, I'm stuck on 1 land again after a mull to 5 but manage to put up a little fight when I draw a vial around turn 4. Game 2 curved out perfectly Galerider into Predatory into Sinew and Striking, easy victory. Game 3 very close game, really needed to see harmonic but it never made an appearance even after I brought in 3 after game 1. Got to a point where after combat opponent blasts my galerider with him at 14, my next turn I could only swing for 13 all in and being unable to block his following turn swing in the air for lethal.
Round 4 - Ponza 0-2. Full tilt here... Game 1, mull to 5 keep 1 lander and never see land 2. I think the opponent felt sorry and never blew up the 1 land. Game 2, saw 8 lands and 3/4 manawefts into the biggest flood ever, held him off for a few turns with tokens from hive but it was simply over.
Round 5 - mono W Taxes 2-1. I'm classifying this as taxes though it was a build I was not familiar with. He scooped in game 1 after I turn 4 CoCo into a blur and a lord with another lord and Galerider in play. Game 2 he got his shalai angel of plenty active and making counters along side odric lunarch marshall and I made a few mistakes to take the loss. Game 3, figured out how to beat Shalai... send a bunch of 5/5 and 6/6s at her... I landed 4 lords in game 3 and won with huge damage.
Round 6 - Mardu pyromancer 1-2. Won game 1 thru my opponents mistake, had predatory and active sedge on board and he attempted to brutality the predatory and bolt the sedge... I was like, ok sedge is a 4/4. Game 2 was another 1 lander on a mull to 5. Game 3 was simply a blow out, he had a removal for every creature and an answer to every spell.
There were 2 more rounds but at this point I was on full tilt due to all the land issues so I dropped and headed home.
2-4 match record
7-10 game record
Good news though, I hear a sliver player made top 16 at another regional via the facebook group.
WUBRGCoco/Vial Slivers
WUBRGSlivers of the Void
Pioneer
WUBRGCoco Slivers
Legacy
WUBRGAll in Slivers
Better luck next time!
I am hoping Slivers gets some tools soon, but it will probably have to wait for a couple more years until we see anything sadly.