Grime Sliver,
Creature - Sliver (Common)
Slivers have ":2mana:, :symq:: Target creature gets -1/-0 until end of turn." (:symq: is the untap symbol.)
1/1
Warchief Sliver,
Creature - Sliver (Common)
Sliver spells cost 1 less to pay.
1/1
I don't think any of them are too powerful, and truly a few of the abilities could be put in other colors, like the Warchief and Changeling, but otherwise, I hope you like. Feel free to add some Slivers of your own to the thead.
I like everything EXCEPT for Flowstone Sliver: it's a terrible turn 1 play (especially compared to Plated Sliver), and I feel like anything that kills itself by being played is a little silly. I love the Warchief Sliver though. Very nice.
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Suggestion: Make Flowstone sliver a 0/2, so that it acts as a 1/1, or make it
Slivers have "0: ~ gets +1/-1 until the end of turn. Play this ability only once per turn." I agree, having it kill itself turn 1 is a huge turn off.
Dawnblade sliver seems a bit too powerful. The slivers would get in mad beats while tapping down creatures every turn, all the while building their army even larger.
I agree, Dawnblade is kinda crazy good for a 1 drop. You would just play a sliver, tap there guy down and swing each turn. Velis Vel is fine, nothing to crazy with that. Grime is kinda weak, but could be very useful. Flowstone should be a 0/2 as said earlier, killing itself is bad... playing it without a sliver that increases toughness is also bad. Most slivers are 1/1s anyway, so it kills most slivers. Warchief might be a little good also. Everything costing 1 less could be expolited, maybe make it cost 2 mana like the artifact guy in shards.
I don't think Flowstone can be an 0/2. In order to keep the PT pairs that all slivers follow you'd have to make it a 2/2 for 2R that gives all slivers +1/-1. I don't think it's bad to make it a 1/1 for 1 though because it encourages you to already have slivers in play. If the point is to gain benefits only if you're putting in an effort for your slivers already then a 1/1 for 1 doesn't HAVE to be played on turn 1. Play the plated sliver first and you get a two card Muscle Sliver.
The other way it functions as a common 3/1 in limited which is fine for 3 and it also boosts your slivers/kills theirs.
I hated Mistform Sliver too. I think it's a little more powerful to make everything else into a sliver than it is to make a sliver into everything else, but you might want to say "Sliver cards have changeling. (Even if they're not in play)"
Dawnblade comes into play, if you went first, it taps itself. Hopefully you'd be playing a different sliver first.
You might make a blue one that untaps creatures when it comes into play.
Some interesting things you could do with slivers (including the slivers that require other slivers in play to be good) is have more than one effect for each sliver. Muscle Sliver is a Glorius Sliver Anthem. But what about a Sliver Mobilization? Or maybe a sliver Incarnation?
Sliver with Graft? Giving your slivers devour? Delve? Transfigure? Two of one?
Devout Sliver - 4WB
Creature - Sliver
Sliver Offering (You may play this card as though it had Flash by sacrificing a Sliver and paying the difference in mana costs between this and the sacrificed Sliver. Mana cost includes color)
Each Sliver card in each player's hand has Sliver Offering
3/3
Humility Sliver :1mana::symw::symw:
Creature - Sliver
Sliver creatures are 1/1 and have no abilities.
1/1
Dreadnaught Sliver
Artifact Creature - Sliver
Sliver creatures get +11/+11 and have trample. Whenever a sliver creature comes into play, its controller sacrifices it unless he or she sacrifices any number of creatures with total power 12 or greater.
I liked the complex play decisions of Flowstone Sliver, but also recognize that players who like playing Slivers won't like playing with one they can't plop down immediately. Rather than a 0/2 or something like that, here's the compromise:
Flowstone Sliver 2.0,
Creature - Sliver (Common)
All Sliver creatures have ":1mana:: This creature gets +1/-1 until end of turn."
1/1
(A step down from Spectral and Barbed Sliver, but still good since it's agressively costed. Also, here are a few 2-CMC common sliver ideas as a bonus.)
Tireless Sliver :1mana::symw:
Creature - Sliver (Common)
Sliver creatures have "Discard a card: This creature gets +0/+4 until end of turn."
1/1
Wayward Sliver :1mana::symu:
Creature - Sliver (Common)
Slivers have ":symu:: Put this permanent on top of its owner's library."
1/1
(Similar to Hibernation Sliver and Pulmonic Sliver, but different enough to matter. Should I have called in Fencing Sliver instead?)
Ravenous Sliver :1mana::symb:
Creature - Sliver (Common)
Slivers have "When this permanent comes into play, target player discards a
card."
1/1
(I'm sure this one is too good, unless you are playing against slivers. It's just not fun to play against. Also, it should probably be an Uncommon, right? What would be a better cost? :3mana::symb:?)
Sandstone Sliver, :1mana::symr:
Creature - Sliver (Common)
Slivers have "This permanent comes into play with two depletion counters on it." and ":symtap:, Remove a depletion counter from this permanent: Add :symr::symr: to your mana pool. Then, if there are no depletion counters on it, sacrifice this permanent."
1/1
Wyluli Sliver, :1mana::symg:
Creature - Sliver (Common)
Slivers have "T: Target Sliver gets +1/+1 until end of turn."
1/1
This is ridiculously broken since all of them have cascade if you build it right by playing this at best you can get a 4cc sliver then a 3cc sliver, then a 2cc sliver and then a 1 cc sliver and then even an ancestral vision. Its just ridiculous
Vigilant Sliver W
Whenever a sliver comes into play, untap target permanent.
1/1
Sliver Canabal B
Upkeep - Sacrifice a sliver.
3/3 Most species of slivers just take on the abilities of their hive mates in order to maintain power. This one thirsts for their flesh.
I like the first one because it makes attacking easier (you can untap your attackers post-combat) without making blocking impossible, like the tappind version. Also it makes sliver players think about what the best time to lay a sliver down would be - not just growing the hive whenever possible.
I like the second because of its flavor. It does everything a sliver should, benefit from having more slivers in play - is worth something in combat, makes you think about your deck construction and provides interesting play against other sliver decks. It's also easily able to gain abilities from its brothers and sisters in the hive - plus it puts them to good use with it's HUGE body. The only thing it doesn't do is pass on it's own abilities, and thank goodness for that!
So it's very slivery... But not in the way we're used to seeing.
Desert Sliver - :2mana::symr:
Creature - Sliver (Common)
All Sliver creatures have desertwalk.
Prevent all damage that would be dealt to Slivers by Deserts.
2/2
Sigiled Sliver - :1mana::symug::symw:
Creature - Sliver (Uncommon)
All Slivers have exalted.
1/2
Rotlung Sliver - :2mana::symb:
Creature - Sliver (Rare)
Whenever Rotlung Sliver or another Sliver is put into a graveyard from play, put a 2/2 black Zombie creature token into play.
2/2
Darksteel Sliver -
Artifact Creature - Sliver (Mythic Rare)
All Slivers are indestructible.
3/3
i would do renders of these, but the hunt for appropriate art would take a while
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Creature - Sliver (Common)
Slivers have "When this permanent comes into play, tap target creature."
1/1
Velis Vel Sliver,
Creature - Sliver (Common)
Sliver creatures have Changeling.
1/1
(Can you tell I hate Mistform Sliver?)
Grime Sliver,
Creature - Sliver (Common)
Slivers have ":2mana:, :symq:: Target creature gets -1/-0 until end of turn." (:symq: is the untap symbol.)
1/1
Flowstone Sliver,
Creature - Sliver (Common)
Sliver creatures get +1/-1.
1/1
Warchief Sliver,
Creature - Sliver (Common)
Sliver spells cost 1 less to pay.
1/1
I don't think any of them are too powerful, and truly a few of the abilities could be put in other colors, like the Warchief and Changeling, but otherwise, I hope you like. Feel free to add some Slivers of your own to the thead.
Slivers have "0: ~ gets +1/-1 until the end of turn. Play this ability only once per turn." I agree, having it kill itself turn 1 is a huge turn off.
Dawnblade sliver seems a bit too powerful. The slivers would get in mad beats while tapping down creatures every turn, all the while building their army even larger.
The other way it functions as a common 3/1 in limited which is fine for 3 and it also boosts your slivers/kills theirs.
I hated Mistform Sliver too. I think it's a little more powerful to make everything else into a sliver than it is to make a sliver into everything else, but you might want to say "Sliver cards have changeling. (Even if they're not in play)"
Dawnblade comes into play, if you went first, it taps itself. Hopefully you'd be playing a different sliver first.
You might make a blue one that untaps creatures when it comes into play.
Some interesting things you could do with slivers (including the slivers that require other slivers in play to be good) is have more than one effect for each sliver. Muscle Sliver is a Glorius Sliver Anthem. But what about a Sliver Mobilization? Or maybe a sliver Incarnation?
Sliver with Graft? Giving your slivers devour? Delve? Transfigure? Two of one?
Predator Sliver - 2G
Creature - Sliver
Devour 2
Sliver creatures have Devour 2.
1/1
Devout Sliver - 4WB
Creature - Sliver
Sliver Offering (You may play this card as though it had Flash by sacrificing a Sliver and paying the difference in mana costs between this and the sacrificed Sliver. Mana cost includes color)
Each Sliver card in each player's hand has Sliver Offering
3/3
Creature - Sliver
Sliver creatures are 2/2.
2/2
Humility Sliver :1mana::symw::symw:
Creature - Sliver
Sliver creatures are 1/1 and have no abilities.
1/1
Dreadnaught Sliver
Artifact Creature - Sliver
Sliver creatures get +11/+11 and have trample. Whenever a sliver creature comes into play, its controller sacrifices it unless he or she sacrifices any number of creatures with total power 12 or greater.
Peaceful Sliver :1mana::symw:
Creature - Sliver
Sliver creatures can't attack or block.
1/1
http://forums.mtgsalvation.com/showthread.php?t=504072
Flowstone Sliver 2.0,
Creature - Sliver (Common)
All Sliver creatures have ":1mana:: This creature gets +1/-1 until end of turn."
1/1
(A step down from Spectral and Barbed Sliver, but still good since it's agressively costed. Also, here are a few 2-CMC common sliver ideas as a bonus.)
Tireless Sliver :1mana::symw:
Creature - Sliver (Common)
Sliver creatures have "Discard a card: This creature gets +0/+4 until end of turn."
1/1
Wayward Sliver :1mana::symu:
Creature - Sliver (Common)
Slivers have ":symu:: Put this permanent on top of its owner's library."
1/1
(Similar to Hibernation Sliver and Pulmonic Sliver, but different enough to matter. Should I have called in Fencing Sliver instead?)
Ravenous Sliver :1mana::symb:
Creature - Sliver (Common)
Slivers have "When this permanent comes into play, target player discards a
card."
1/1
(I'm sure this one is too good, unless you are playing against slivers. It's just not fun to play against. Also, it should probably be an Uncommon, right? What would be a better cost? :3mana::symb:?)
Sandstone Sliver, :1mana::symr:
Creature - Sliver (Common)
Slivers have "This permanent comes into play with two depletion counters on it." and ":symtap:, Remove a depletion counter from this permanent: Add :symr::symr: to your mana pool. Then, if there are no depletion counters on it, sacrifice this permanent."
1/1
Wyluli Sliver, :1mana::symg:
Creature - Sliver (Common)
Slivers have "T: Target Sliver gets +1/+1 until end of turn."
1/1
Well, making slivers is easy if we have a lot of new keywords:
Maelstrom Sliver WUBRG
Creature- Sliver
Cascade
Slivers spells have Cascade 5/5
Inspiring Sliver 3U
Creature- Sliver
All slivers have: when this permanent comes into play, you may scry 1.
2/2
Militant Sliver 2W
Creature Sliver
All Slivers have Exalted
1/1
Chromatic Sliver WUG
Creature Sliver
All sliver creatures have: Chroma- This creature gets +1/+1 for each colored mana symbol on it's mana cost. 1/1
Ghoulish Sliver 2B
Creature Sliver
All sliver permanents on all graveyards have Unearth 2B 2/2
Recurring Sliver 2B
Creature Sliver
All sliver spells on all graveyards have Recover 2 1/1
Surging Sliver 2W
Creature Sliver
Ripple 4
All Sliver spells have Ripple 4 2/2
That should cover everything new.
This is ridiculously broken since all of them have cascade if you build it right by playing this at best you can get a 4cc sliver then a 3cc sliver, then a 2cc sliver and then a 1 cc sliver and then even an ancestral vision. Its just ridiculous
Whenever a sliver comes into play, untap target permanent.
1/1
Sliver Canabal B
Upkeep - Sacrifice a sliver.
3/3
Most species of slivers just take on the abilities of their hive mates in order to maintain power. This one thirsts for their flesh.
I like the first one because it makes attacking easier (you can untap your attackers post-combat) without making blocking impossible, like the tappind version. Also it makes sliver players think about what the best time to lay a sliver down would be - not just growing the hive whenever possible.
I like the second because of its flavor. It does everything a sliver should, benefit from having more slivers in play - is worth something in combat, makes you think about your deck construction and provides interesting play against other sliver decks. It's also easily able to gain abilities from its brothers and sisters in the hive - plus it puts them to good use with it's HUGE body. The only thing it doesn't do is pass on it's own abilities, and thank goodness for that!
So it's very slivery... But not in the way we're used to seeing.
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
Creature - Sliver (Common)
All Sliver creatures have desertwalk.
Prevent all damage that would be dealt to Slivers by Deserts.
2/2
Sigiled Sliver - :1mana::symug::symw:
Creature - Sliver (Uncommon)
All Slivers have exalted.
1/2
Rotlung Sliver - :2mana::symb:
Creature - Sliver (Rare)
Whenever Rotlung Sliver or another Sliver is put into a graveyard from play, put a 2/2 black Zombie creature token into play.
2/2
Darksteel Sliver -
Artifact Creature - Sliver (Mythic Rare)
All Slivers are indestructible.
3/3
i would do renders of these, but the hunt for appropriate art would take a while