I tried the search function, but didn't really find a Sliver deck in Legacy that plays out like this. (Mostly just found original Counter Sliver threads). I've been toying with an idea of playing Slivers much like a Combo Elf deck would play. (yes, why not just play combo elves instead? Well, because I found it a fun idea, I know 'fun' ideas aren't always great but I thought I'd see what anyone else thought.)
I really liked the idea of Sliver Overlord's "sliver fetch" with Intruder Alarm, basically tapping your slivers to fetch one out, play it, untap them, do it again for basically every sliver in your deck. As well as the Sliver Queen's ability to spit out 1/1 Sliver Tokens for "free" by tapping two slivers for mana and then untapping to spit out more tokens. Tap Gaea's Cradle for a lot of mana to pump out more tokens. Not to mention how big every sliver would be with Sliver Legion on the field. I run all 3 big bad Slivers for the synergy they have with other parts of the deck as well as flavor. Why wouldn't you wanna run all 3?
The obvious problem with the deck would be, "what happens if something gets countered?" I can only think of using Cavern of Souls for one way of not getting your slivers countered, as for Aluren or Intruder Alarm, not so sure. I've also tried AEther Vials in the deck, but they just seemed too slow for getting the engine of the deck started.
Here's my current list that I've been tinkering with:
The land looks pretty brutal imo, running only 17, but so far in my own bit of testing it seems fine with the mana slivers. Caverns for keeping them un-counterable, Cradle for lots of green mana to play Aluren or more green slivers (using Crop Rotation to fetch out a Cradle if need be, or to use multiple in the same turn thanks to the Legendary rule change), Karakas to meddle with opposing legendaries or bring yours back to your hand. Fetches for either dual land, or for basics for opposing Wastelands. I'd run more duals if I had them, as well as more caverns.
While the combo is being assembled, or if you can't seem to get it assembled, the deck plays out quite aggressively with your 12 sliver lords while being immune to spot removal due to Crystalline Sliver and flying over with Galerider. I don't really have a sideboard option that I thought of, other than maybe Gaddock Teeg or some Thalia, Guardian of Thraben. Could use Necrotic Sliver for destroying your opponents permanents. Also, for mass removal spells I was thinking Boros Charm for making them indestructible or even Legion's Initiative to "phase" them out. I couldn't exactly fit them into the main atm, but possible sideboard options. Dormant Sliver comes to mind as well for more card draw, but it doesn't fall under the 3cmc for Aluren, and would require a sac sliver outlet for when I want to attack, as well as possible deck out with all the card draw.
I've also thought of using Beck // Call along with Glimpse for a higher chance at drawing either one, because casting the u/g cost is quite easy for the deck but hard to fit them in.
Thoughts? Good? Bad? Criticism is welcomed and appreciated. I know slivers are usually frowned upon in competitive Legacy. But imo it's very fun to play, if 1: you like tribal and 2: if you like Slivers.
so thears a sliver that gives slivers uncounterable probably a lot sheaper than cavern of souls for youre side board also a training ground wouldent go a miss its almost as good as intruder alarm thears a sliver that gives everthing flash to and i think its cheaper than aluren and instead of tying to prevent board wipes add in some mass graveyard return such as underworld cerburus not the best but only one i can think of right now
Take out sliver legion, its ability is just win more in this deck.
12 sliver lords is a lot for this deck, especially since you aren't doing a vial aggro strategy. I'd get rid of a few and go up on Heart Sliver, max out Intruder Alarm and add Enlightened Tutor to make the combo more consistent. I would also add either Dormant Sliver or Beck/Call in that regard too, but honestly prefer dormant since you'd rather topdeck a body here. Four mana might put you off of dormant, but consider that unlike beck or glimpse it draws off of itself, then taps for mana or attacks. Firewake Sliver helps you get rid of Dormant and gives you the haste you need to win. Singleton Root Sliver is nice. Test Summoner's Pact because it grabs firewake, root, either of your queens, or a manaweft; drawing into it while you have your other pieces wins you the game. If you want to go more combo, you can trade the Galeriders out or for evasion put in a singleton of one of the green trample slivers that can be tutored or drawn into–you only need 1 evasion sliver to win the game. But its possible they synergize well enough with the sliver lords you want to stay aggro. To me the math seems like you would be better served going more directly into combo––right now, your best non-combo aggro goldfish doesn't win until turn 4 or 5, and without disruption that's not fast enough.
All you need is Earthcraft, Nettle Sentinel, and Glimpse of Nature. Maybe you'll draw Concordant Crossroads at some point and swing for the kill. You can combo off as early as turn 2 rather easily.
The main idea is to have a mana sliver in play such as Manaweft Sliver or Gemhide Sliver, a haste sliver such as Heart Sliver, lay down Intruder Alarm and Aluren, then cast a Glimpse of Nature (or more), to continuously play free Slivers and draw into more Slivers and attack for game.
I really liked the idea of Sliver Overlord's "sliver fetch" with Intruder Alarm, basically tapping your slivers to fetch one out, play it, untap them, do it again for basically every sliver in your deck. As well as the Sliver Queen's ability to spit out 1/1 Sliver Tokens for "free" by tapping two slivers for mana and then untapping to spit out more tokens. Tap Gaea's Cradle for a lot of mana to pump out more tokens. Not to mention how big every sliver would be with Sliver Legion on the field. I run all 3 big bad Slivers for the synergy they have with other parts of the deck as well as flavor. Why wouldn't you wanna run all 3?
The obvious problem with the deck would be, "what happens if something gets countered?" I can only think of using Cavern of Souls for one way of not getting your slivers countered, as for Aluren or Intruder Alarm, not so sure. I've also tried AEther Vials in the deck, but they just seemed too slow for getting the engine of the deck started.
Here's my current list that I've been tinkering with:
4 Galerider Sliver
4 Crystalline Sliver
4 Sinew Sliver
4 Muscle Sliver
4 Predator Sliver
3 Manaweft Sliver
3 Gemhide Sliver
3 Heart Sliver
1 Sliver Legion
1 Sliver Overlord
1 Sliver Queen
3 Intruder Alarm
Sorcery
4 Glimpse of Nature
2 Crop Rotation
2 Cavern of Souls
2 Gaea's Cradle
1 Karakas
3 Windswept Heath
2 Flooded Strand
1 Tundra
1 Savannah
3 Forest
2 Plains
The land looks pretty brutal imo, running only 17, but so far in my own bit of testing it seems fine with the mana slivers. Caverns for keeping them un-counterable, Cradle for lots of green mana to play Aluren or more green slivers (using Crop Rotation to fetch out a Cradle if need be, or to use multiple in the same turn thanks to the Legendary rule change), Karakas to meddle with opposing legendaries or bring yours back to your hand. Fetches for either dual land, or for basics for opposing Wastelands. I'd run more duals if I had them, as well as more caverns.
While the combo is being assembled, or if you can't seem to get it assembled, the deck plays out quite aggressively with your 12 sliver lords while being immune to spot removal due to Crystalline Sliver and flying over with Galerider. I don't really have a sideboard option that I thought of, other than maybe Gaddock Teeg or some Thalia, Guardian of Thraben. Could use Necrotic Sliver for destroying your opponents permanents. Also, for mass removal spells I was thinking Boros Charm for making them indestructible or even Legion's Initiative to "phase" them out. I couldn't exactly fit them into the main atm, but possible sideboard options. Dormant Sliver comes to mind as well for more card draw, but it doesn't fall under the 3cmc for Aluren, and would require a sac sliver outlet for when I want to attack, as well as possible deck out with all the card draw.
I've also thought of using Beck // Call along with Glimpse for a higher chance at drawing either one, because casting the u/g cost is quite easy for the deck but hard to fit them in.
Thoughts? Good? Bad? Criticism is welcomed and appreciated. I know slivers are usually frowned upon in competitive Legacy. But imo it's very fun to play, if 1: you like tribal and 2: if you like Slivers.
12 sliver lords is a lot for this deck, especially since you aren't doing a vial aggro strategy. I'd get rid of a few and go up on Heart Sliver, max out Intruder Alarm and add Enlightened Tutor to make the combo more consistent. I would also add either Dormant Sliver or Beck/Call in that regard too, but honestly prefer dormant since you'd rather topdeck a body here. Four mana might put you off of dormant, but consider that unlike beck or glimpse it draws off of itself, then taps for mana or attacks. Firewake Sliver helps you get rid of Dormant and gives you the haste you need to win. Singleton Root Sliver is nice. Test Summoner's Pact because it grabs firewake, root, either of your queens, or a manaweft; drawing into it while you have your other pieces wins you the game. If you want to go more combo, you can trade the Galeriders out or for evasion put in a singleton of one of the green trample slivers that can be tutored or drawn into–you only need 1 evasion sliver to win the game. But its possible they synergize well enough with the sliver lords you want to stay aggro. To me the math seems like you would be better served going more directly into combo––right now, your best non-combo aggro goldfish doesn't win until turn 4 or 5, and without disruption that's not fast enough.
EARTHCRAFT DOES NOT NEED HASTE OR TRIBAL
Vitalize is better than Intruder Alarm
-it is faster, and repeatable
-you can tap nettle sentinel for 3 mana with it.
Nettle Sentinel is the very best creature you can have: go Green.
Elvish Visionary is also very good here.
All you need is Earthcraft, Nettle Sentinel, and Glimpse of Nature. Maybe you'll draw Concordant Crossroads at some point and swing for the kill. You can combo off as early as turn 2 rather easily.
4 Nettle Sentinel
4 Wirewood Symbiote
4 Treefolk Harbinger
4 Elvish Visionary
4 Multani's Acolyte
4 Dwynen's Elite
4 Wirewood Hivemaster
3 Vitalize
4 Glimpse of Nature
Enchantments(5)
4 Earthcraft
1 Concordant Crossroads
This is what your deck could look like