This is a deck to showcase the gem of my EDH collection; My Sliver Queen of Commander Good Stuff deck.
Why play Sliver Queen?
Most Queen decks are sliver decks, so you'll get a lot of groans at the table when you flip your general over. But fear not! Slivers are below you! We play the best and only the best. The beauty of good stuff builds, is that you don't have to rely on deck synergies, the individual cards have raw power on their own capable of taking over the games in top deck mode.
That being said, there are synergies with Queen as your general over other five color commanders. We'll get into those later though.
Deck History
This deck started life in the hands of another. A friend of mine, an L2, big into commander, posted his Klug altered Nouveau Sliver Queen on his bookface.
Intrigued by the beauty of the alter, I asked him about the list. He PM'ed it to me and I was instantly in love.
It ramped.
It comboed.
It played big splashy spells.
and It was expensive!!!
I have a bad history of pimping my decks, and this was the ultimate challenge (next to my 455 powered Cube).
So I built his list, card for card.
I've been adapting to my tastes for the last two years.
Queen is by far my favorite deck to play, and my default choice for a fun game.
Card Explanation
Lands: (41)
Basics- one of each. Need something to fetch with Solemn. In a pinch you can fetch them by pathing your own dude.
Tundra
Underground Sea
Volcanic Island
Tropical Island
Savannah
Bayou
Taiga- The deck is a Bant based deck, so each dual needs to probably make Blue or Green. thus, we play one of each U and G dual. Unless you have specific reasons, you always need to fetch a UG dual first.
Hallowed Fountain
Watery Grave
Steam Vents
Breeding Pool- Again, more Blue lands.
Glacial Fortress
Hinterland Harbor- More support lands to further our our Bant base.
Flooded Strand
Polluted Delta
Scalding Tarn
Misty Rainforest
Windswept Heath
Verdant Catacombs
Wooded Foothills- Were playing one of each Blue and Green fetch here. The fetch the relevant duals almost always. Shuffle our library when we need them to (Jace, Sylvan library, Oracle of Mul Daya) Turn on all of our landfall dudes (Cobra, Roil Elemental, Avenger) Absolutly necessary in any 5 color deck. There's arguments for more fetches in the deck, but I'd rather play more utility lands instead.
Krosan Verge- Our 8th fetch land. It's a little slow, but good in a slow early game, and any game where we have Roil Elemental.
Simic Growth Chamber
Grull Turf- Can be awkward if they get bounced or destroyed early, but the two mana per activation is too nice. Grull Turf may be better as Azorious Chancery as the red isn't used to much in the deck's current iteration.
Rupture Spire- This land is bad. Its to slow. I'm thinking Celestial Collonade may be taking its place soon.
Reflecting Pool- An easy pick to help with all of the double color spells. Turns each dual you fetch into the correct mana.
Mana Confluence- duh.
Command Tower- best land in the deck.
Seaside Citadel- Bant land is Bant.
Forbidden Orchard- No real downside to this card. We don't care about flying 1/1s. They are food for a late Decree of Pain, and may make you some allies in the process.
City of Brass- duh.
Reliquary Tower- We often draw a dozen cards off of Consecrated Sphinx, Prime Speaker, or Decree of Pain. Despite not making colored mana, its benefits certainly outweigh the boons.
Maze of Ith- This land buys you a lot of turn in the early game, and can really save you from voltron strategies in any stage of then game. It doesn't make mana, which can make things awkward if it's in you hand. Be wary.
Creeping Tar-Pit- The best man land. Useful for getting free hits on planeswalkers and free triggers off Sword of Feast and Famine.
Volrath's Stronghold- Late game inevitability. this land+ eternal witness+ demonic tutor leads to short games. Also, putting avenger back on top of your library before you cascade off of Wanderer is to sick. This land is insane, and is often not respected.
Vault of the Archangel- Good for getting you out of a pinch when you're low on life. also a good combat trick to blow out nasty attackers.
Alchemist's Refuge- Refuge gives all cards you control flash, not just ones in your hand. Anyone who has ever used this card will tell you how powerful the effect is.
Playing the Deck
Coming Soon
Notable Exclusions
Coming Soon
Changelog
10/10/14 Out Acidic Slime--In Draining Welk
I'm new to the deck, but after bombing SCG open in Atlanta this weekend, I felt like this deck could really shake the meta. Every pro I watched was on some sort of control deck. Miracle, Deathblade, mono red painter etc.
I have always loved the power of cabal therapy, and since this is the best deck to use that power, I thought Id give it a spin.
Thinking about cutting the second hunts master for a recurring nightmare, but i'm not sure if that's enough. Any critiques on my list?
Has anyone experimented with a purphros in the deck?
It's alot like goblin war strike when you're going off with empty. It also turn spirit guides and walls into non targeted shocks to the dome.
Is there anything currently that prevents this from being a deck? Or did people just move on to bigger and better things?
BUG for hand disruption + goyf seems pretty strong currently
I love wanderer in my sliver queen deck. She hastes all my guys which moSt people forget and occasionally cascades.
It's better for me in slivers since queen is her own combo engine, especially with mass polymorph, but just my .02
I also should put in a word for burgeoning. Absolutely insane turn 1 play to put you ahead
3 Angel of Despair
4 Emrakul, the Aeons Torn
4 Griselbrand
3Progenitus
4 Shardless Agent
2 Terastodon
3 Ardent Plea
4 Force of Will
2 Hypergenesis
3 Omniscience
4 Show and Tell
Gerry's list is more susceptible to discard against its spirit guides. It potentially goes off turn one, and can simply kill your opponent since wanderer gives everything haste.
Saito's list is more susceptible to wasteland, although this could be mitigated, it's more versatile due to angel and omniscience. It also has a few more cards to pitch to force.
Wanting to play this in Atlanta next weekend, and I was wanting to get opinions
I literally had a player scoop after I drew my 8th card off library last week. Sad part is he had both tezzys. Guess I'll tell him to draft vise next time....
Mine is pretty pimp.
beta gauntlet
working on an English recruiter
judge mana crypt, sol ring, wheel of fortune
foil pandemonium,grip, confusion etc
foil gauntlet of power
jap foil siegegang, jap Welder, Russian magus....
pack foil autographed kiki kiki
foil snow covered mountains
Looking for any sort of feedback or improvements on the deck.
Why play Sliver Queen?
Most Queen decks are sliver decks, so you'll get a lot of groans at the table when you flip your general over. But fear not! Slivers are below you! We play the best and only the best. The beauty of good stuff builds, is that you don't have to rely on deck synergies, the individual cards have raw power on their own capable of taking over the games in top deck mode.
That being said, there are synergies with Queen as your general over other five color commanders. We'll get into those later though.
Deck History
This deck started life in the hands of another. A friend of mine, an L2, big into commander, posted his Klug altered Nouveau Sliver Queen on his bookface.
Intrigued by the beauty of the alter, I asked him about the list. He PM'ed it to me and I was instantly in love.
It ramped.
It comboed.
It played big splashy spells.
and It was expensive!!!
I have a bad history of pimping my decks, and this was the ultimate challenge (next to my 455 powered Cube).
So I built his list, card for card.
I've been adapting to my tastes for the last two years.
Queen is by far my favorite deck to play, and my default choice for a fun game.
The Deck
1x Sliver Queen
Lands: (41)
1x Plains
1x island
1x Swamp
1x Mountain
1x Forest
1x Tundra
1x Underground Sea
1x Volcanic Island
1x Tropical Island
1x Savannah
1x Bayou
1x Taiga
1x Hallowed Fountain
1x Watery Grave
1x Steam Vents
1x Breeding Pool
1x Glacial Fortress
1x Hinterland Harbor
1x Flooded Strand
1x Polluted Delta
1x Scalding Tarn
1x Misty Rainforest
1x Windswept Heath
1x Verdant Catacombs
1x Wooded Foothills
1x Krosan Verge
1x Simic Growth Chamber
1x Grull Turf
1x Rupture Spire
1x Reflecting Pool
1x Mana Confluence
1x Command Tower
1x Seaside Citadel
1x Forbidden Orchard
1x City of Brass
1x Reliquary Tower
1x Maze of Ith
1x Creeping Tar-Pit
1x Volrath's Stronghold
1x Vault of the Archangel
1x Alchemist's Refuge
1x Stoneforge Mystic
1x Gilded Drake
1x Phantasmal Image
1x Lotus Cobra
1x Knight of the Reliquary
1x Imperial Recruiter
1x Wood Elves
1x Eternal Witness
1x Oracle of Muldaya
1x Venser Shaper Savant
1x Phyrexian Metamorph
1x Angel of Finality
1x Restoration Angel
1x Purphrous, God of the Forge
1x Solemn Simulacrum
1x Prophet of Kruphix
1x Chromanticore
1x Muldrifter
1x Karmic Guide
1x Body Double
1x Draining Welk *new
1x Roil Elemental
1x Primespeaker Zegana
1x Sun Titan
1x Consecrated Sphinx
1x Grave Titan
1x Elesh Norn, Grand Cenobite
1x Avenger of Zendikar
1x Maelstrom Wanderer
1x Craterhoof Behemoth
Instants: (6)
1x Pact of Negation
1x Path to Exile
1x Swords to Plowshares
1x Cyclonic Rift
1x Cryptic Command
1x Time Stop
1x Demonic Tutor
1x Wargate
1x Mass Polymorph
1x Time Spiral
1x Terminus
1x Decree of Pain
Artifacts: (9)
1x Sol Ring
1x Skullclamp
1x Coalition Relic
1x Chromatic Lantern
1x Darksteel Ingot
1x Sword of Feast and Famine
1x Birthing Pod
1x Batterskull
1x Gilded Lotus
Enchantments: (3)
1x Sylvan library
1x Survival of the Fittest
1x Aura Shards
Plansewalkers: (4)
1x Jace, the Mind Sculptor
1x Elspeth, Knight Errant
1x Karn Liberated
1x Garruk, Apex Predator
Card Explanation
Lands: (41)
Basics- one of each. Need something to fetch with Solemn. In a pinch you can fetch them by pathing your own dude.
Tundra
Underground Sea
Volcanic Island
Tropical Island
Savannah
Bayou
Taiga- The deck is a Bant based deck, so each dual needs to probably make Blue or Green. thus, we play one of each U and G dual. Unless you have specific reasons, you always need to fetch a UG dual first.
Hallowed Fountain
Watery Grave
Steam Vents
Breeding Pool- Again, more Blue lands.
Glacial Fortress
Hinterland Harbor- More support lands to further our our Bant base.
Flooded Strand
Polluted Delta
Scalding Tarn
Misty Rainforest
Windswept Heath
Verdant Catacombs
Wooded Foothills- Were playing one of each Blue and Green fetch here. The fetch the relevant duals almost always. Shuffle our library when we need them to (Jace, Sylvan library, Oracle of Mul Daya) Turn on all of our landfall dudes (Cobra, Roil Elemental, Avenger) Absolutly necessary in any 5 color deck. There's arguments for more fetches in the deck, but I'd rather play more utility lands instead.
Krosan Verge- Our 8th fetch land. It's a little slow, but good in a slow early game, and any game where we have Roil Elemental.
Simic Growth Chamber
Grull Turf- Can be awkward if they get bounced or destroyed early, but the two mana per activation is too nice. Grull Turf may be better as Azorious Chancery as the red isn't used to much in the deck's current iteration.
Rupture Spire- This land is bad. Its to slow. I'm thinking Celestial Collonade may be taking its place soon.
Reflecting Pool- An easy pick to help with all of the double color spells. Turns each dual you fetch into the correct mana.
Mana Confluence- duh.
Command Tower- best land in the deck.
Seaside Citadel- Bant land is Bant.
Forbidden Orchard- No real downside to this card. We don't care about flying 1/1s. They are food for a late Decree of Pain, and may make you some allies in the process.
City of Brass- duh.
Reliquary Tower- We often draw a dozen cards off of Consecrated Sphinx, Prime Speaker, or Decree of Pain. Despite not making colored mana, its benefits certainly outweigh the boons.
Maze of Ith- This land buys you a lot of turn in the early game, and can really save you from voltron strategies in any stage of then game. It doesn't make mana, which can make things awkward if it's in you hand. Be wary.
Creeping Tar-Pit- The best man land. Useful for getting free hits on planeswalkers and free triggers off Sword of Feast and Famine.
Volrath's Stronghold- Late game inevitability. this land+ eternal witness+ demonic tutor leads to short games. Also, putting avenger back on top of your library before you cascade off of Wanderer is to sick. This land is insane, and is often not respected.
Vault of the Archangel- Good for getting you out of a pinch when you're low on life. also a good combat trick to blow out nasty attackers.
Alchemist's Refuge- Refuge gives all cards you control flash, not just ones in your hand. Anyone who has ever used this card will tell you how powerful the effect is.
Playing the Deck
Coming Soon
Notable Exclusions
Coming Soon
Changelog
10/10/14 Out Acidic Slime--In Draining Welk
1 scav ooze
1 kitchen finks
2 eternal witness
1 thrun
1 wickerbough elder
2 huntmaster
1 thragtusk
1 primeval titan
1 primal hunter
4 gsz, 4 cabal therapy, 4 punishing fire, 3 sensei's divining top, 3 pernicious deed, 2 abrupt decay, 2 maelstrom pulse
4 forest, 3 swamp, 1 mountain, 4 grove of the burnwillows, 1 phyrexian tower, 1 wolf run, 2 bayou, 1 taiga, 1 badlands, 6 fetches
I'm new to the deck, but after bombing SCG open in Atlanta this weekend, I felt like this deck could really shake the meta. Every pro I watched was on some sort of control deck. Miracle, Deathblade, mono red painter etc.
I have always loved the power of cabal therapy, and since this is the best deck to use that power, I thought Id give it a spin.
Thinking about cutting the second hunts master for a recurring nightmare, but i'm not sure if that's enough. Any critiques on my list?
It's alot like goblin war strike when you're going off with empty. It also turn spirit guides and walls into non targeted shocks to the dome.
BUG for hand disruption + goyf seems pretty strong currently
It's better for me in slivers since queen is her own combo engine, especially with mass polymorph, but just my .02
I also should put in a word for burgeoning. Absolutely insane turn 1 play to put you ahead
4 emrakul
4 griselbrand
3 progenitus
3 maelstrom wanderer
4 e spirit guide
4 simian spirit guide
4 shardless agent
2 hypergenesis
4 violent outburst
4 misdirection
4 force
4 show and tell
1 forest
1 mountain
1 island
1 taiga
1 tropical island
1 volcanic island
4 misty
2 scalding tarn
4 wooded foothills
3 Flooded Strand
3 Hickory Woodlot
3 Misty Rainforest
2 Remote Farm
4 Saprazzan Skerry
1 Savannah
2Tropical Island
2 Tundra
4 Windswept Heath
3 Angel of Despair
4 Emrakul, the Aeons Torn
4 Griselbrand
3Progenitus
4 Shardless Agent
2 Terastodon
3 Ardent Plea
4 Force of Will
2 Hypergenesis
3 Omniscience
4 Show and Tell
Gerry's list is more susceptible to discard against its spirit guides. It potentially goes off turn one, and can simply kill your opponent since wanderer gives everything haste.
Saito's list is more susceptible to wasteland, although this could be mitigated, it's more versatile due to angel and omniscience. It also has a few more cards to pitch to force.
Wanting to play this in Atlanta next weekend, and I was wanting to get opinions
I literally had a player scoop after I drew my 8th card off library last week. Sad part is he had both tezzys. Guess I'll tell him to draft vise next time....
Thread tag added. Title fixed. Also, here's a picture.
-:ER:
Duplicate threads merged.
—Lanxal
Pictures. Now!
beta gauntlet
working on an English recruiter
judge mana crypt, sol ring, wheel of fortune
foil pandemonium,grip, confusion etc
foil gauntlet of power
jap foil siegegang, jap Welder, Russian magus....
pack foil autographed kiki kiki
foil snow covered mountains
still a ways to go though