Thanks for all the help! Yea i forgot about young pyromancer when building it. Creeping Tarpit seems better then drowned catacomb. Spell pierce seems like a sideboard thing though. Here is what i have from your suggestions.
It's extremely similar to HomelandZecurity's deck, i'm not sure how I feel about tombstalker, but I will test it to see how it goes. I'm probably going to make a sideboard soon, and post it here. I'll be working on creeping tar pit's but untill then they are going to be drowned catacomb.
Hey guys, i've been really wanting to play modern lately, and have been wanting to play delver. Due to some issues i can't spend a ton of money right now. For some reason i've been wanting to play a tempo-styled delver list. Currently I have-
4 Inquisition of Kozilek
4 Serum Visions
2 Watery Grave
1 Path to Exile
2 Restoration angel
The rest of the currently standard dual-lands except Breeding Pool and Hinterland Harbor.
I want to keep this deck under $100 currently. Thanks
Slivers is a synergistic deck that has all its creatures pump each other in a certain way. One of the best parts of the deck is the fact you can now have 12 different lord effects due to M14 revamping slivers up.
The Slivers
Core
Muscle Sliver-One of the 3 lords of the deck. Because all the creatures are slivers if you have 2 of the different lords most of your slivers will outmatch most of the creatures in the format. Run 4
Predatory Sliver- Similar to the two above, but only to your slivers. Run 4
Plated Sliver- Not the greatest sliver, but you really need one drops in either green or white and it needs to be a sliver. Gets the job done and makes your guys a bit bigger. Run 4
Sidewinder Sliver- This one actually I really like because -1/-1 is like another Muscle Sliver variant. Only problem is flanking only works when THEY block. Run 4
Optional Slivers
Sentinel Sliver- Great in a racing situation against any aggro deck that isn't a delver type deck. Since it is a M14 silver, in a mirror match it won't give their slivers vigilance. Run 0-4
Spinneret Sliver- Reach is good against most blue decks in pauper because most of the Cloudpost decks win-cons are Mulldrifter. Will usually get a counterspell from Delver decks also due to almost every creature in that deck having flying. Run 2-4
Virulent Sliver- Unfortunately poisonous doesn't work like infect in that when the creature deals combat damage it puts posion counter equal to how much the poisonous is. I've seen most decks run 4, but I've also seen one of the like 7 decks that have placed on mtgo so far run 0. I would usually run 4 though. Note- This DOES stack.
Gemhide Sliver- This guy is okay, the problem is though you aren't ramping into anything big, but I can see how playing two 2 drops a turn can be good. I've seen one list run it, but i'm still not sure of my opinion on it. Run as many as you want.
Non-Sliver Spells
Hive Stirrings-Most likely going to be the top of your curve. Alot of times can be bad, but not completely terrible as long as you have at least ONE other sliver out. Other times though, it can be amazing with two Muscle Sliver variants out. I would run 2-4.
Journey to Nowhere- Most likely going to be the only removal spell in your main deck. Versatile answer to any creature that isn't Slippery Bogle or Gladecover Scout. Run 0-4.
Armadillo Cloak- Amazing aginst any type of aggro such as Affinity, Goblins, Stompy, Etc. Great with Sentinel Sliver also. Note- You can also use this as a pacifism effect on your opponents creatures. Run 0-2
Thrill of the Hunt- A combat trick in this deck is great because when you have a small amount of Muscle Sliver variants or none at all your slivers will be pretty wimpy. Most people won't be expecting +2/+4 for GW. Run 0-3.
Prismatic Strands- This card is extremely annoying to play against so playing with it must be great:). Solid with Sentinel Sliver and great in a racing situation. Some deck run it as a 1 of mainboard. Run it if you want.
Land Options
Secluded Steppe- A cycling land is always at least okay in an aggro deck. Drawing land late is always bad, but the downside is entering tapped is pretty huge. I imagine 0-2 is the amount you would want to run.
Slivers are almost always a 20 land deck, but running 22 land counting the cycling lands isn't horrible due to the cycling lands basically being spells.
Update Log
Original Post-08-05-2013
Added Land Options-08-12-2013
Decklists and sideboard options coming soon. But for now, bed time :D. Grammar mistakes and suggestions welcome.
Honestly, Affinity is horrible right now. There is so much artifact hate that to get to 3-1, 4-0 you need to pray that your opponents don't draw hate. I think that I would rather play G Stompy.
New deck
4 Young Pyromancer
2 Snapcaster Mage
4 Inquisition of Kozilek
4 Lightning Bolt
4 Magma Jet
4 Mana Leak
2 Spell Snare
4 Gitaxian Probe
4 Terminate
4 Serum visions
2 Creeping Tar pit
2 Island
4 Steam Vents
4 Sulfur Falls
4 Watery Grave
Gonna try 20 lands after cutting electrolyze so i don't run any 3 mana spells.
4 Young Pyromancer
2 Snapcaster Mage
2 Electrolyze
4 Inquisition of Kozilek
4 Lightning Bolt
4 Magma Jet
4 Mana Leak
2 Spell Snare
4 Gitaxian Probe
4 Terminate
3 Creeping Tar pit
3 Island
4 Steam Vents
4 Sulfur Falls
4 Watery Grave
It's extremely similar to HomelandZecurity's deck, i'm not sure how I feel about tombstalker, but I will test it to see how it goes. I'm probably going to make a sideboard soon, and post it here. I'll be working on creeping tar pit's but untill then they are going to be drowned catacomb.
2 Sedraxis Specter
2 Snapcaster Mage
2 Blightning
2 Electrolyze
4 Inquisition of Kozilek
4 Lightning Bolt
4 Magma Jet
4 Mana Leak
2 Spell Snare
4 Telling Time
4 Terminate
4 Drowned Catacomb
2 Island
4 Steam Vents
4 Sulfur Falls
4 Watery Grave
4 Inquisition of Kozilek
4 Serum Visions
2 Watery Grave
1 Path to Exile
2 Restoration angel
The rest of the currently standard dual-lands except Breeding Pool and Hinterland Harbor.
I want to keep this deck under $100 currently. Thanks
Yeah, not only would you be missing hive stirring, you would be missing on sinew slivers also.
Selesnya Slivers
The Slivers
Core
Muscle Sliver-One of the 3 lords of the deck. Because all the creatures are slivers if you have 2 of the different lords most of your slivers will outmatch most of the creatures in the format. Run 4
Sinew Sliver- Same as the above, but white. Run 4
Predatory Sliver- Similar to the two above, but only to your slivers. Run 4
Plated Sliver- Not the greatest sliver, but you really need one drops in either green or white and it needs to be a sliver. Gets the job done and makes your guys a bit bigger. Run 4
Sidewinder Sliver- This one actually I really like because -1/-1 is like another Muscle Sliver variant. Only problem is flanking only works when THEY block. Run 4
Optional Slivers
Sentinel Sliver- Great in a racing situation against any aggro deck that isn't a delver type deck. Since it is a M14 silver, in a mirror match it won't give their slivers vigilance. Run 0-4
Spinneret Sliver- Reach is good against most blue decks in pauper because most of the Cloudpost decks win-cons are Mulldrifter. Will usually get a counterspell from Delver decks also due to almost every creature in that deck having flying. Run 2-4
Virulent Sliver- Unfortunately poisonous doesn't work like infect in that when the creature deals combat damage it puts posion counter equal to how much the poisonous is. I've seen most decks run 4, but I've also seen one of the like 7 decks that have placed on mtgo so far run 0. I would usually run 4 though. Note- This DOES stack.
Gemhide Sliver- This guy is okay, the problem is though you aren't ramping into anything big, but I can see how playing two 2 drops a turn can be good. I've seen one list run it, but i'm still not sure of my opinion on it. Run as many as you want.
Non-Sliver Spells
Hive Stirrings-Most likely going to be the top of your curve. Alot of times can be bad, but not completely terrible as long as you have at least ONE other sliver out. Other times though, it can be amazing with two Muscle Sliver variants out. I would run 2-4.
Journey to Nowhere- Most likely going to be the only removal spell in your main deck. Versatile answer to any creature that isn't Slippery Bogle or Gladecover Scout. Run 0-4.
Armadillo Cloak- Amazing aginst any type of aggro such as Affinity, Goblins, Stompy, Etc. Great with Sentinel Sliver also. Note- You can also use this as a pacifism effect on your opponents creatures. Run 0-2
Thrill of the Hunt- A combat trick in this deck is great because when you have a small amount of Muscle Sliver variants or none at all your slivers will be pretty wimpy. Most people won't be expecting +2/+4 for GW. Run 0-3.
Prismatic Strands- This card is extremely annoying to play against so playing with it must be great:). Solid with Sentinel Sliver and great in a racing situation. Some deck run it as a 1 of mainboard. Run it if you want.
Land Options
Secluded Steppe- A cycling land is always at least okay in an aggro deck. Drawing land late is always bad, but the downside is entering tapped is pretty huge. I imagine 0-2 is the amount you would want to run.
Tranquil Thicket- Same as above but green.
Selesnya Guildgate- Providing GW is really good but entering tapped isn't great, but mana-fixing is also good. 0-4 is a fine number.
Forest- Basics are pretty important due to the amount of playable non-basics. Run 8.
Plains- Same as above. Run 8
Slivers are almost always a 20 land deck, but running 22 land counting the cycling lands isn't horrible due to the cycling lands basically being spells.
Update Log
Original Post-08-05-2013
Added Land Options-08-12-2013
Decklists and sideboard options coming soon. But for now, bed time :D. Grammar mistakes and suggestions welcome.
56 Forest
Mull to Lost in the Woods. Probably not good if there are a lot of Esper controls in your local meta.
EDIT: Just posted as I posted this