Also, about Striking vs Eldrazi Tron... I guess the situation was not appropriate in your case, but I recall winning against that deck by grouping blockers with First Strike on 5/5 Smashers (3-5 Slivers needed, without Lords).
And I guess you didn’t have Diffusion/Mariner on the board to tax Ballista/Collar. Sometimes, slowing down opponent is just enough... particularly on the play if we can get to game 3 (which we should if winning game 1 is a constant).
For those of you who like numbers, I’ve run 100.000 simulations of two different decks, just to test keepable hands : my deck with 4 Virulents and 16 lands, and another with 2 Automaton and 2 Ziggurats instead. Surprisingly, the deck with 16 lands and more Weenies was more keepable than the one with 18 lands, and by a wide margin... 78% vs 63%, if I recall correctly.
I’ll post the numbers and methodology eventually, if anyone is interested. But basically, all one landers with Ziggurat and Vial, or two landers with double Ziggurats and Vial, are unkeepable most of the time. Ziggurat + Mutavault is keepable, but sometimes awkward if you don’t draw more land to activate the manland. Finally, because the deck with 4 Virulents has 50% more one-drops, it is a lot more appealing keeping a one-lander with or without Vial. As long as you can play a Sliver per turn for 2-3 turns, you should be fine until you topdeck 2nd Land. One-landers with a single one-drop are unkeepable, so a deck with 50% more one-drops is 50% more likely to have a keepable one-lander.
Finally, 3-drops Automatons are awkward to keep in multiples if you hit too few or too many lands. Not enough mana and you can’t cast it (one is fine to keep, but double Automatons is hard), and too many lands makes it easy to cast but not many other Slivers to support it (and quite slow, while I prefer to play 4-5 Slivers in the first 3 turns).
Conclusion : with such a wide margin (78% vs 63%), science tells me we’re better with 16 lands and 12 one-drops (and thus no CoCo).
Edit : Virulent makes it possible to continue our aggression while loading up on Diffusion and Mariner. Sometimes, after one such Disruptor has been played, we move on with our Lords, exposing ourselves to removals. But a swarm of Virulent and multiple Disruptors (with flying) is a lot more hard to deal with for opponent, and will get you a win as good as if you played a Lord (10 hits is enough, which can be achieved in 1-2 turns, depending on if Virulent is in multiples or not).
I think MTG Nexus deserves a chance. Developers have put money on the table after they’ve been told MTGSalvation was to close, before a rival company took over and decided to maintain the site. Please have a look at MTGNexus. It’s awesome, with excellent tools on the front page, truly beautiful primers, and a superb look everywhere.
I would prefer the community to move there, but I can’t force anyone...
I think MTG Nexus deserves a chance. Developers have put money on the table after they’ve been told MTGSalvation was to close, before a rival company took over and decided to maintain the site. Please have a look at MTGNexus. It’s awesome, with excellent tools on the front page, truly beautiful primers, and a superb look everywhere.
I would prefer the community to move there, but I can’t force anyone...
I checked that site and it looks like it has 100 times less visits. You are the only poster in that thread there, Im not going to move.
Forgot to post this here after getting it up on facebook.
Grand Prix Dallas/Fort Worth Report
Match record 5-3
Round 1: Mono Green Tron 0-2. Neither game did the tron player have natural tron but he did manage turn 4 tron each game. He also managed turn 4 Ugin both games to wipe my board and end each game. In game 2 I was able to get him 1 swing away from death before he top decked Ugin for the game, he stated this after the match. I sided in Harmonic and damping sphere and took out diffusion, dismembers, and a coco.
Round 2: Titanshift 2-1. I didnt have a good enough starting hand in game 1 to compete with the combo and being interacted with along the way, I lost a few slivers to bolts. Game 2 he found an Obstinate Baloth but it did very little for him as I found flying and countered a scapeshift with warping wail. Game 3 a Collected Company landed a Sedge and Shedder onto a field with a Dregscape and Sinew and swung 14 at his life total of 15. Sided in Syphon and Warping wails, and took out dismember, diffusion and one other card (cant remember right now).
Round 3: Merfolk 1-2. I got off to a bad start from the get go. The only damage my opponent took was self inflicted by a horizon land. Game 2 was the opposite of game 1, I only suffered damage from a fetch and shock. Game 3, here is where I error-ed. I played too aggressively during game 3 and was beaten by vial tricks. I had Sedge, Dregscape and Darkheart, I went to cast a sinew from hand and in response he casts dismember on Sedge, I responded by sacing to darkheart, after that I unearthed it and activated my vial sitting on 2 to drop another Sinew into play and then proceeded to combat. After attackers were declared, he activated his vial to drop a harbinger of the tides into play and attempted to bounce Sedge, I saced him again to Darkheart and then he blocked and attempted to kill Darkheart, I saced it. He took 4 from dregscape then on his turn he dismembered a sinew and swung lethal.
Round 4: Jund 2-0. This guy was pretty salty sitting down he'd been frustrated pretty hard already. I hid my strategy on the first turn leading on godless shrine into vial. Turn 2 I dropped the bomb on him with a cavern. That shock was the only damage I took that game. Game 2 was similar, I only suffered self-inflicted damage, a fetch, a dismember and a shock. I dont remember much of this match it was over too fast and the guy was insanely salty to lose to slivers on the mighty jund.
Round 5: Prismatic Omen Scapeshift 2-1. Game 1 was very fast as my opponent had to mulligan down. I took 3 swings to fell the tree. Game 2 I was not sure what he was on but I had an idea because of the lands he played. He played a prismatic omen and was able to interact by lightning helixing a crucial creature. He was able to scapeshift for the win with exactly 18 damage after I shocked myself to 18. Game 3, I was able to warping wail an anger of the gods to keep my predatory, sinew and gemhide in play, I followed it up the next turn by coco into more fun and into a win.
Round 6: The Rock 2-1. Game 1 I won thru 3 scavenging ooze activations. A big swing of 10+ ended game 1. In game 2 the rock did its thing, lots of cheap removal and big dudes, I dealt no damage. Game 3 was a marathon. I fought thru 7 scooze activations and flipped 4 coins from frenetic (2/4 correct, opponent insisted on flipping the coin while I called it). I errored in allowing an early galerider to die and almost gave the match away, but I finally top decked another galerider just as he took me down to 4 life.
Round 7: BW Zombies 2-1. So this guys leads on swamp gravecrawler and I immediately thought it was hogaak. I was very thankful in turn 2 when he dropped unclaimed territory naming zombie. I rolled him pretty hard in game 1, but he did get some things going, he isnt a tribal deck in the sense of lords and getting big dudes, all of his zombies had either etb or dies triggers to gain life, cause the loss of life or both. Game 2he set up a combo of sorts where he had an undying geralfs messenger saced it to carrion feeder have it undie and trigger like 4 other zombies on the ways in and out. I remembered to bring Syphon in for game 3, dumb move not bringing them in for game 2. I ended game 3 with 47 life because zombies dont fly and I was throwing 10+ damage his way each turn and gaining it all back.
Round 8: mono red prowess 0-2. I lost on turn 5 of game 1 due to a non-functional hand, a bad keep. I lost game 2 on turn 3. On said turn 3, he had 2 monastery swiftspears, cast manamorphose, cast a second, cast a third, cast a bolt targeting me, cast a lava spike targeting me, then swung for 12 and I was at exactly 18 life and had no blockers.
Looking back, there was nothing I could do about rounds 1 and 8. I really wish I could get round 3 back though. I played far too aggrssively in that game 3 and I should have backed off. I didnt see any of the top tier decks, hogaak, phoenix, humans or infect, thankfully. I spoke to Bryan Dubois on Sunday, he faced 3 infect decks on day 1, so I feel like I dodged a bullet there. I look forward to the SCG Open in August that will also be held in DFW, but until then there is a few more local IQ's and GenCon to look forward to.
Fireball can be used even on our Spiteful Sliver, if we have 2 of them on the field, meaning the double of the damage on the opponent.
Moreover, i want, but i know it's very slow, create a sliver deck with card like:
Ghostly Prison + Dormant Sliver, so we can focus on drawing a lot of card, and creating the mana for the combo above.
I've seen that no one talk about Basal Sliver, that, with 4-5 slivers on the field, tapped with Manaweft sliver can produce 15 mana. Has this combo any chance to win, by using Fireball, or you think that's impossible?
MOREOVER, in a fast sliver deck, why don't you use metallic mimic? It is not a true lord, since he doesn't boost immediately, but he puts +1+1 counter, and you don't lost them when he goes into graveyard
You can even use Dregascape Sliver along with Basal to increse by one mana more along with mana generator slivers:
Tap for 1, sacrifice for 2 more, 3 total, reanimate them, tap for another one, you have 2 and then sac to have 4, so you can increase the damage with fireball.
Edit: or even better, you can play Banefire so it will be non-counterable.
Sorry, but this new forum is a no for me. their forum has a choice of colour and a graphic style that makes it more difficult to read messages. It has nothing to make me want to change forums.
For Virulent Sliver, my bad, I didn't understood. Actually, it's a better card than I thought it would be.
For the Eldrazi tron case, my opponent, didn't have to attack with his eldrazi. None of my sliver could pass if I attacked, so he waited to draw what he was looking for. Plus, He completed tron turn 3 so my diffusions and mariner didn't matter. Flying + diffusion = no enough damage and he had time to put ballista or other card for remove my flyers. Without cloudshredder sliver + lords, I can only lose vs eldrazi tron.
Make a combo deck with sliver is totally possible and can be very fun. On Youtube, u have many attempts like on the channel MTG Tavern, for example.
Metallic mimic is too slow. Yes, he puts +1+1 counter and you don't lost them when Mimic die but, he cannot boost the turn where he arrives, which, in a fast sliver makes him very/too slow; but, neither can he boost slivers previously placed on the board.
i see your point, metallic mimic could be really slow, by not buffing other on field slivers. Maybe it could be good with spells that remove our slivers from the game and make them come back, i don't know.
BTW, since a lot of decks (mine included) have 4x Galerider Sliver and 4x Cloudshredder Sliver, i'm starting using Rally of Wings. For 2 manas, you can untap all slivers, and if you have Gemhide or Manaweft, you can tap them again for mana. Moreover, it is very useful when attacking with all your creatures and biting the opponent. Let him/her attack with all his/her creatures and then, untap all of your...with +2+2.
What do you think about this card? Sometimes, for me, it has been a victory card.
I don't know. With Descendants' Path you're not sure you're going to have a new card in your hand/battlefield and if you do, it's just one. With Lifecrafter's Bestiary, if you've a gemhide in the battlefield you can cast and pay that green mana, and repeat the process, if you've other creature. Of course, you pay more, but you've more
Hello everyone. I've been following the thread for a while now and thought I'd ask some questions. 1) Is Sedge worth it anymore? And Coco? To me, it just feels expensive. Here is the list I've been running online to moderate success (13-5). Its a different approach (no vial) not sure if it's right or not but thought I'd get the Hive's opinion
My opinion on your deck is that, playing only creature, and not even playing a necrotic sliver, if they cast something like Ghostly prison, you just lose the game without doing anything. Yes, you've Spiteful Sliver and 2x Lavabelly Sliver but you cannot count just on these cards.
If you really want to play just creature, i'd add 4xdiffusion sliver and 2x necrotic sliver, just in case you've to destroy something.
1) Is Sedge worth it anymore? And Coco? To me, it just feels expensive
Sedge Sliver and Collected Company allow a better resilience against wraths and a better mid/late game with a new lord than a fast sliver strategy. But the downside is that it requires a terrible manabase.
This is my deck, if you want to give me your opinion i'd be happy!
Hmm... I didn't test it, but by looking, I find this list very janky.
Fistly, yours lands are not good. Too many with the setback : "enter the battlefield tapped". It make your manabase too slow for Modern, especially in the present meta, where many decks kill turn 3 or 4, or even some of them kill turn 2.
Secondly, certainly, these new slivers Horizon can allow us to use new victory strategies, but it's still too janky
In your case, you want to use Dregscape Sliver for to turn the linear aggro tribe into a big spell tribe. A very interesting idea, really, but I saw a youtuber make a Living end slivers with results before Horizon. And, even now, I think his idea better than Dregscape.
it's, above all, a living end deck. It only replaces some cards with slivers. And now that Horizon is out, it's probably possible to modify and improve it.
Now, personally, I won't try a graveyard deck with all sideboards focusing on the graveyard hates hanging around in tournament (thanks dredge, izzet phoenix and hogaak)
I have been playing with a list based on one from MTG Goldfish.
Quick notes:
* The First Sliver is a hell of fun (and pretty potent)
* Lavabelly is very good at dealing with planeswalkers
* Dormant Sliver seems like a win-more
* Probably I need more lands
* Cautery is surprisingly useful
Deck is promising and very fun. I will post updates on my twitter account (@carcasanchez)from time to time
2-1 vs Tron
Game 1, I had a super aggressive hand, and won on turn 4. Opponent missed a land drop on turn 2 when Ancient Stirring fizzled.
Game 2, I got wiped by a turn 4 Ugin. I mulliganed to 6, but never saw my SB cards (+2 Sphere, +2 Spyglass, +2 Necrotic ; -4 Virulent and -2 Diffusion).
Game 3, I played Sphere on turn 2. The tax on multiple spells screwed his turns 2, 3 and 4, on top of turning the Urza Lands into Wastes. Splyglass on turn 4 was about to name Ugin (he revealed one from Stirring), but I saw Blast Zone in his hand and named that instead (Ugin was still 5 land drops away). Proved to be the right choice.
2-0 vs Burn
Game 1, I won just in time (on the play).
Game 2, I sided in +2 Sentinel and +2 Syphon (-4 Virulent). IMHO, these are often perfect on the play, as they allow us to come back from behind. This was a very scary game although, as opponent got me down to 3 life while he was at 22 after 2 Lightning Helix and a lot of removals (Searing Blood and Blaze). I attacked for 1 (really), and with him at 21 and me at 3, I passed the turn and called out my strategy : believing that the card in his hand and top deck were lands. Turns out the God of Magic heard my prayer, and I slowly crawled back to 5, 7 and 9 life thanks to Syphon. All I could do was attack with a 2/2 Sentinel (covered by Striking), even though I was building a large board. But these were all 1/1s (many lords in GY), and opponent had 2 Swiftspear to prevent wider. Finally down to 13, I attacked with 8 Slivers, including Leeching = lethal because opponent didn’t have enough blockers.
2-1 vs Esper Control
Game 1 on easy mode (and on the play) as I curved out with Galerider, Sinew (2), Predatory and Virulent (6), and closed the deal with Cloudshredder and Mutavault (19 = 27 damage by turn 4).
Game 2, I sided +2 Spyglass, +2 Necrotic and -4 Virulent. Spyglass naming Celestial Colonnade was very good, almost MVP. Slowing opponent by about 3-4 turns, and denying a blocker allowed me to stay aggressive. I had him down to 5 when he Settled the Wreckage on my alpha strike (any other removal would not have been enough).
Game 3, I reverted back to my main deck, figuring that the lower curve of Virulent was helpful to win faster than opponent’s ability to stabilize. Opponent tried very hard to win, and delayed my plan a lot, but Cloudshredder and 2 Sinew sealed his fate. The best he could do was bounce creatures, but haste and lords meant I had inevitably (Flying meant I could evade blockers like Snapcaster, Timely Reinforcement tokens and the UB manland).
I continue to be extremely satisfied with my list. 16 lands and 16 one-drops (including Vial) is a good recipe to avoid Mulligan, and numerous 1/1 for 1 allows the deck to go very wide and very fast (thanks to Manaweft and Cloudshredder), while being reasonable beaters thanks to the 12 lords).
Sedge Sliver and Collected Company will stay out of my winning list, because the manabase (mine never pauses). And I prefer to play tons of one-drops and two-drops to benefit from Vial and the low land count.
Say what you want, but with a density of 40 creatures, my list doesn’t need CoCo, Descendant’s Path or Lifecrafter’s Bestiary for card advantage. Opponing hand and top deck cards are my card advantage (because I have more threats than opponent has answers). Anyway, any of these cards would screw the manabase and force me to play pure green sources, while I need each lands to produce any of the 5 colors just to cast my Slivers. Mathematically speaking, the odds of gaining a real card advantage are not good if you play less creatures, more lands and a manabase that can prevent you from playing the cards in your hand (because colors).
I have been playing with a list based on one from MTG Goldfish.
Quick notes:
* The First Sliver is a hell of fun (and pretty potent)
* Lavabelly is very good at dealing with planeswalkers
* Dormant Sliver seems like a win-more
* Probably I need more lands
* Cautery is surprisingly useful
Deck is promising and very fun. I will post updates on my twitter account (@carcasanchez)from time to time
The slower the deck, the more time opponent has to disrupt your play. The mere presence of The First Sliver warps the main deck by making it essential to play more lands (+4) and more mana dorks (+3). These are expensive vanilla 1/1s that have no value in multiples. The list you posted plays no Sinew, Predatory or Leeching, and The First Sliver offers no boost on power or thoughness. I think this makes the deck pretty vulnerable to Plague Engineer and other similar effects. Do you have tangible results you could share with us?
I’ve played against this a couple of times. It is painfully slow, and extremely boring to play against (and most probably to play at all). Frankly, I would never bring such a deck to a competitive tournament. The risks of reaching the time limit with a draw are too high. The deck sure can win, but it will sport to many 1-0s and 1-1s to have a good score or tie breakers. And this is not even considering the mental exhaustion that comes from having absolutely no breaks in between rounds (gee, I had 20-30 minutes free on each rounds tonight).
If the deck suits your style, by all means, go for it. But Slivers weren’t meant to be played that way, IMHO. And I honestly would never play a deck that annoying. I want to win and beat my opponents, but not with a strategy specifically designed to be painfully frustrating (like Prison and Lantern).
i see your point, metallic mimic could be really slow, by not buffing other on field slivers. Maybe it could be good with spells that remove our slivers from the game and make them come back, i don't know.
BTW, since a lot of decks (mine included) have 4x Galerider Sliver and 4x Cloudshredder Sliver, i'm starting using Rally of Wings. For 2 manas, you can untap all slivers, and if you have Gemhide or Manaweft, you can tap them again for mana. Moreover, it is very useful when attacking with all your creatures and biting the opponent. Let him/her attack with all his/her creatures and then, untap all of your...with +2+2.
What do you think about this card? Sometimes, for me, it has been a victory card.
It all comes down to the manabase, again. If the deck can’t support Collected Company (which costs a single green) without hurting our 5 colors production, it also cannot support Rally of Wings. You have to stay on 3 or 4 colors if you want CoCo or Rally. Ditching black is the first thing you’ll do, since Rally the Wings would effectively take the place of Leeching in the main deck. But then, Syphon or Necrotic are no longer possible SB inclusions. No other non-black Slivers have similar effects, I think. But I guess you could start searching for non-Slivers and colored solutions with a different manabase.
As I’m writing this, I’m almost tempted to try such a deck list... until I’m reminded that I’ll have to add lands (18 to 20, instead of 16) to support the requirements of a 4 colors deck, and thus I’ll have less creature density (something Rally the Wings specifically wants). Removing a second color is probably what you should want to do to play Rally the Wings while maintaining lands low and creatures high.
Going 3 colors, Naya makes sense, but losing Diffusion and Mariner means you have no more disruption and Galerider won’t be there to replace a removed Cloudshredder (that is already more easily removed). Jeskai allows you to keep these, but then you lose 2 lords in Predatory and Virulent, all acceleration and mana fixing from Manaweft/Gemhide (one of the reason why untapping with Rally the Wings is so good), and SB options like Harmonic (and you already lost Necrotic when you removed black).
I’m still honestly tempted to try a deck list with Rally the Wings, as an intellectual challenge. Up front, I’m not instinctively convinced losing 1 or 2 colors is worth it, but I may be proven wrong. Let me give the subject more thoughts and maybe I’ll try something next week.
For those of you who like numbers, I’ve run 100.000 simulations of two different decks, just to test keepable hands : my deck with 4 Virulents and 16 lands, and another with 2 Automaton and 2 Ziggurats instead. Surprisingly, the deck with 16 lands and more Weenies was more keepable than the one with 18 lands, and by a wide margin... 78% vs 63%, if I recall correctly.
I bet a build with 18 lands has more win percentage than 16 lands. And your algorithm for keepable hands is most probably flawed) Playing one 1-drop per turn is a road to defeat.
No one plays 16 lands in Modern for a reason
And this deck is no exception, yes it wants to play 1 drops, but its power comes from 2 drops, which is a problem at 16 lands (2 cmc mana dork is not a solution)
And I guess you didn’t have Diffusion/Mariner on the board to tax Ballista/Collar. Sometimes, slowing down opponent is just enough... particularly on the play if we can get to game 3 (which we should if winning game 1 is a constant).
For those of you who like numbers, I’ve run 100.000 simulations of two different decks, just to test keepable hands : my deck with 4 Virulents and 16 lands, and another with 2 Automaton and 2 Ziggurats instead. Surprisingly, the deck with 16 lands and more Weenies was more keepable than the one with 18 lands, and by a wide margin... 78% vs 63%, if I recall correctly.
I’ll post the numbers and methodology eventually, if anyone is interested. But basically, all one landers with Ziggurat and Vial, or two landers with double Ziggurats and Vial, are unkeepable most of the time. Ziggurat + Mutavault is keepable, but sometimes awkward if you don’t draw more land to activate the manland. Finally, because the deck with 4 Virulents has 50% more one-drops, it is a lot more appealing keeping a one-lander with or without Vial. As long as you can play a Sliver per turn for 2-3 turns, you should be fine until you topdeck 2nd Land. One-landers with a single one-drop are unkeepable, so a deck with 50% more one-drops is 50% more likely to have a keepable one-lander.
Finally, 3-drops Automatons are awkward to keep in multiples if you hit too few or too many lands. Not enough mana and you can’t cast it (one is fine to keep, but double Automatons is hard), and too many lands makes it easy to cast but not many other Slivers to support it (and quite slow, while I prefer to play 4-5 Slivers in the first 3 turns).
Conclusion : with such a wide margin (78% vs 63%), science tells me we’re better with 16 lands and 12 one-drops (and thus no CoCo).
Edit : Virulent makes it possible to continue our aggression while loading up on Diffusion and Mariner. Sometimes, after one such Disruptor has been played, we move on with our Lords, exposing ourselves to removals. But a swarm of Virulent and multiple Disruptors (with flying) is a lot more hard to deal with for opponent, and will get you a win as good as if you played a Lord (10 hits is enough, which can be achieved in 1-2 turns, depending on if Virulent is in multiples or not).
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
I would prefer the community to move there, but I can’t force anyone...
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!
Grand Prix Dallas/Fort Worth Report
Match record 5-3
Round 1: Mono Green Tron 0-2. Neither game did the tron player have natural tron but he did manage turn 4 tron each game. He also managed turn 4 Ugin both games to wipe my board and end each game. In game 2 I was able to get him 1 swing away from death before he top decked Ugin for the game, he stated this after the match. I sided in Harmonic and damping sphere and took out diffusion, dismembers, and a coco.
Round 2: Titanshift 2-1. I didnt have a good enough starting hand in game 1 to compete with the combo and being interacted with along the way, I lost a few slivers to bolts. Game 2 he found an Obstinate Baloth but it did very little for him as I found flying and countered a scapeshift with warping wail. Game 3 a Collected Company landed a Sedge and Shedder onto a field with a Dregscape and Sinew and swung 14 at his life total of 15. Sided in Syphon and Warping wails, and took out dismember, diffusion and one other card (cant remember right now).
Round 3: Merfolk 1-2. I got off to a bad start from the get go. The only damage my opponent took was self inflicted by a horizon land. Game 2 was the opposite of game 1, I only suffered damage from a fetch and shock. Game 3, here is where I error-ed. I played too aggressively during game 3 and was beaten by vial tricks. I had Sedge, Dregscape and Darkheart, I went to cast a sinew from hand and in response he casts dismember on Sedge, I responded by sacing to darkheart, after that I unearthed it and activated my vial sitting on 2 to drop another Sinew into play and then proceeded to combat. After attackers were declared, he activated his vial to drop a harbinger of the tides into play and attempted to bounce Sedge, I saced him again to Darkheart and then he blocked and attempted to kill Darkheart, I saced it. He took 4 from dregscape then on his turn he dismembered a sinew and swung lethal.
Round 4: Jund 2-0. This guy was pretty salty sitting down he'd been frustrated pretty hard already. I hid my strategy on the first turn leading on godless shrine into vial. Turn 2 I dropped the bomb on him with a cavern. That shock was the only damage I took that game. Game 2 was similar, I only suffered self-inflicted damage, a fetch, a dismember and a shock. I dont remember much of this match it was over too fast and the guy was insanely salty to lose to slivers on the mighty jund.
Round 5: Prismatic Omen Scapeshift 2-1. Game 1 was very fast as my opponent had to mulligan down. I took 3 swings to fell the tree. Game 2 I was not sure what he was on but I had an idea because of the lands he played. He played a prismatic omen and was able to interact by lightning helixing a crucial creature. He was able to scapeshift for the win with exactly 18 damage after I shocked myself to 18. Game 3, I was able to warping wail an anger of the gods to keep my predatory, sinew and gemhide in play, I followed it up the next turn by coco into more fun and into a win.
Round 6: The Rock 2-1. Game 1 I won thru 3 scavenging ooze activations. A big swing of 10+ ended game 1. In game 2 the rock did its thing, lots of cheap removal and big dudes, I dealt no damage. Game 3 was a marathon. I fought thru 7 scooze activations and flipped 4 coins from frenetic (2/4 correct, opponent insisted on flipping the coin while I called it). I errored in allowing an early galerider to die and almost gave the match away, but I finally top decked another galerider just as he took me down to 4 life.
Round 7: BW Zombies 2-1. So this guys leads on swamp gravecrawler and I immediately thought it was hogaak. I was very thankful in turn 2 when he dropped unclaimed territory naming zombie. I rolled him pretty hard in game 1, but he did get some things going, he isnt a tribal deck in the sense of lords and getting big dudes, all of his zombies had either etb or dies triggers to gain life, cause the loss of life or both. Game 2he set up a combo of sorts where he had an undying geralfs messenger saced it to carrion feeder have it undie and trigger like 4 other zombies on the ways in and out. I remembered to bring Syphon in for game 3, dumb move not bringing them in for game 2. I ended game 3 with 47 life because zombies dont fly and I was throwing 10+ damage his way each turn and gaining it all back.
Round 8: mono red prowess 0-2. I lost on turn 5 of game 1 due to a non-functional hand, a bad keep. I lost game 2 on turn 3. On said turn 3, he had 2 monastery swiftspears, cast manamorphose, cast a second, cast a third, cast a bolt targeting me, cast a lava spike targeting me, then swung for 12 and I was at exactly 18 life and had no blockers.
Looking back, there was nothing I could do about rounds 1 and 8. I really wish I could get round 3 back though. I played far too aggrssively in that game 3 and I should have backed off. I didnt see any of the top tier decks, hogaak, phoenix, humans or infect, thankfully. I spoke to Bryan Dubois on Sunday, he faced 3 infect decks on day 1, so I feel like I dodged a bullet there. I look forward to the SCG Open in August that will also be held in DFW, but until then there is a few more local IQ's and GenCon to look forward to.
WUBRGCoco/Vial Slivers
WUBRGSlivers of the Void
Pioneer
WUBRGCoco Slivers
Legacy
WUBRGAll in Slivers
I really liked the Sliver deck of patbou_clone, due to its speed.
But i wonder: is it possible to play a "combo" sliver with Basal Sliver + Fireball and Blasphemous act + Spiteful Sliver?
Fireball can be used even on our Spiteful Sliver, if we have 2 of them on the field, meaning the double of the damage on the opponent.
Moreover, i want, but i know it's very slow, create a sliver deck with card like:
Ghostly Prison + Dormant Sliver, so we can focus on drawing a lot of card, and creating the mana for the combo above.
I've seen that no one talk about Basal Sliver, that, with 4-5 slivers on the field, tapped with Manaweft sliver can produce 15 mana. Has this combo any chance to win, by using Fireball, or you think that's impossible?
MOREOVER, in a fast sliver deck, why don't you use metallic mimic? It is not a true lord, since he doesn't boost immediately, but he puts +1+1 counter, and you don't lost them when he goes into graveyard
Tap for 1, sacrifice for 2 more, 3 total, reanimate them, tap for another one, you have 2 and then sac to have 4, so you can increase the damage with fireball.
Edit: or even better, you can play Banefire so it will be non-counterable.
For Virulent Sliver, my bad, I didn't understood. Actually, it's a better card than I thought it would be.
For the Eldrazi tron case, my opponent, didn't have to attack with his eldrazi. None of my sliver could pass if I attacked, so he waited to draw what he was looking for. Plus, He completed tron turn 3 so my diffusions and mariner didn't matter. Flying + diffusion = no enough damage and he had time to put ballista or other card for remove my flyers. Without cloudshredder sliver + lords, I can only lose vs eldrazi tron.
Make a combo deck with sliver is totally possible and can be very fun. On Youtube, u have many attempts like on the channel MTG Tavern, for example.
Metallic mimic is too slow. Yes, he puts +1+1 counter and you don't lost them when Mimic die but, he cannot boost the turn where he arrives, which, in a fast sliver makes him very/too slow; but, neither can he boost slivers previously placed on the board.
BTW, since a lot of decks (mine included) have 4x Galerider Sliver and 4x Cloudshredder Sliver, i'm starting using Rally of Wings. For 2 manas, you can untap all slivers, and if you have Gemhide or Manaweft, you can tap them again for mana. Moreover, it is very useful when attacking with all your creatures and biting the opponent. Let him/her attack with all his/her creatures and then, untap all of your...with +2+2.
What do you think about this card? Sometimes, for me, it has been a victory card.
Sometimes i think that this deck cannot draw enough creatures, still having a lot of mana to spend. What do you think?
4x Cloudshredder sliver
4x Sinew Sliver
4x Predatory Sliver
4x Galerider Sliver
2x Striking Sliver
2x Dregscape Sliver
1x Gemhide Sliver
3x Manaweft Sliver
4x Bladeback Sliver
3x Sentinel Sliver
4x Unsettled Mariner
3x Spiteful Sliver
2x Lavabelly Sliver
20 Lands
4x Mutavault
4x Cavern of Souls
4x Sliver Hive
4x Unclaimed Territory
2x Ancient Ziggurat
1x Plains
1x Forest
If you really want to play just creature, i'd add 4xdiffusion sliver and 2x necrotic sliver, just in case you've to destroy something.
Generally, i think your deck is slow: you don't have aether vial, collected company, and you've just 4x Manaweft sliver, but this is just my opinion ^^.
It uses Dregscap sliver + Screeching Sliver + Intruder Alarm + Experimental Frenzy and it works pretty cool, but i don't know how to make this fast. Any idea?
http://tappedout.net/mtg-decks/autodiscard-card-sliver/
Sedge Sliver and Collected Company allow a better resilience against wraths and a better mid/late game with a new lord than a fast sliver strategy. But the downside is that it requires a terrible manabase.
Hmm... I didn't test it, but by looking, I find this list very janky.
Fistly, yours lands are not good. Too many with the setback : "enter the battlefield tapped". It make your manabase too slow for Modern, especially in the present meta, where many decks kill turn 3 or 4, or even some of them kill turn 2.
Secondly, certainly, these new slivers Horizon can allow us to use new victory strategies, but it's still too janky
In your case, you want to use Dregscape Sliver for to turn the linear aggro tribe into a big spell tribe. A very interesting idea, really, but I saw a youtuber make a Living end slivers with results before Horizon. And, even now, I think his idea better than Dregscape.
Sliver living end
it's, above all, a living end deck. It only replaces some cards with slivers. And now that Horizon is out, it's probably possible to modify and improve it.
Now, personally, I won't try a graveyard deck with all sideboards focusing on the graveyard hates hanging around in tournament (thanks dredge, izzet phoenix and hogaak)
Quick notes:
* The First Sliver is a hell of fun (and pretty potent)
* Lavabelly is very good at dealing with planeswalkers
* Dormant Sliver seems like a win-more
* Probably I need more lands
* Cautery is surprisingly useful
Deck is promising and very fun. I will post updates on my twitter account (@carcasanchez)from time to time
4 Aether Vial
4 Striking Sliver
4 Galerider Sliver
4 Virulent Sliver
Disruptors (8)
4 Diffusion Sliver
4 Unsettled Mariner
Accelerators (8)
4 Cloudshredder Sliver
4 Manaweft Sliver
4 Predatory Sliver
4 Sinew Sliver
4 Leeching Sliver
Lands (16)
4 Cavern of Souls
4 Sliver Hive
4 Unclaimed Territory
2 Mana Confluence
2 Mutavault
2 Damping Sphere
2 Grafdigger's Cage
2 Sorcerous Spyglass
2 Syphon Sliver
2 Sentinel Sliver
2 Necrotic Sliver
2 Gut Shot
1 Plague Engineer
2-1 vs Tron
Game 1, I had a super aggressive hand, and won on turn 4. Opponent missed a land drop on turn 2 when Ancient Stirring fizzled.
Game 2, I got wiped by a turn 4 Ugin. I mulliganed to 6, but never saw my SB cards (+2 Sphere, +2 Spyglass, +2 Necrotic ; -4 Virulent and -2 Diffusion).
Game 3, I played Sphere on turn 2. The tax on multiple spells screwed his turns 2, 3 and 4, on top of turning the Urza Lands into Wastes. Splyglass on turn 4 was about to name Ugin (he revealed one from Stirring), but I saw Blast Zone in his hand and named that instead (Ugin was still 5 land drops away). Proved to be the right choice.
2-0 vs Burn
Game 1, I won just in time (on the play).
Game 2, I sided in +2 Sentinel and +2 Syphon (-4 Virulent). IMHO, these are often perfect on the play, as they allow us to come back from behind. This was a very scary game although, as opponent got me down to 3 life while he was at 22 after 2 Lightning Helix and a lot of removals (Searing Blood and Blaze). I attacked for 1 (really), and with him at 21 and me at 3, I passed the turn and called out my strategy : believing that the card in his hand and top deck were lands. Turns out the God of Magic heard my prayer, and I slowly crawled back to 5, 7 and 9 life thanks to Syphon. All I could do was attack with a 2/2 Sentinel (covered by Striking), even though I was building a large board. But these were all 1/1s (many lords in GY), and opponent had 2 Swiftspear to prevent wider. Finally down to 13, I attacked with 8 Slivers, including Leeching = lethal because opponent didn’t have enough blockers.
2-1 vs Esper Control
Game 1 on easy mode (and on the play) as I curved out with Galerider, Sinew (2), Predatory and Virulent (6), and closed the deal with Cloudshredder and Mutavault (19 = 27 damage by turn 4).
Game 2, I sided +2 Spyglass, +2 Necrotic and -4 Virulent. Spyglass naming Celestial Colonnade was very good, almost MVP. Slowing opponent by about 3-4 turns, and denying a blocker allowed me to stay aggressive. I had him down to 5 when he Settled the Wreckage on my alpha strike (any other removal would not have been enough).
Game 3, I reverted back to my main deck, figuring that the lower curve of Virulent was helpful to win faster than opponent’s ability to stabilize. Opponent tried very hard to win, and delayed my plan a lot, but Cloudshredder and 2 Sinew sealed his fate. The best he could do was bounce creatures, but haste and lords meant I had inevitably (Flying meant I could evade blockers like Snapcaster, Timely Reinforcement tokens and the UB manland).
I continue to be extremely satisfied with my list. 16 lands and 16 one-drops (including Vial) is a good recipe to avoid Mulligan, and numerous 1/1 for 1 allows the deck to go very wide and very fast (thanks to Manaweft and Cloudshredder), while being reasonable beaters thanks to the 12 lords).
Sedge Sliver and Collected Company will stay out of my winning list, because the manabase (mine never pauses). And I prefer to play tons of one-drops and two-drops to benefit from Vial and the low land count.
Say what you want, but with a density of 40 creatures, my list doesn’t need CoCo, Descendant’s Path or Lifecrafter’s Bestiary for card advantage. Opponing hand and top deck cards are my card advantage (because I have more threats than opponent has answers). Anyway, any of these cards would screw the manabase and force me to play pure green sources, while I need each lands to produce any of the 5 colors just to cast my Slivers. Mathematically speaking, the odds of gaining a real card advantage are not good if you play less creatures, more lands and a manabase that can prevent you from playing the cards in your hand (because colors).
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
The slower the deck, the more time opponent has to disrupt your play. The mere presence of The First Sliver warps the main deck by making it essential to play more lands (+4) and more mana dorks (+3). These are expensive vanilla 1/1s that have no value in multiples. The list you posted plays no Sinew, Predatory or Leeching, and The First Sliver offers no boost on power or thoughness. I think this makes the deck pretty vulnerable to Plague Engineer and other similar effects. Do you have tangible results you could share with us?
I’ve played against this a couple of times. It is painfully slow, and extremely boring to play against (and most probably to play at all). Frankly, I would never bring such a deck to a competitive tournament. The risks of reaching the time limit with a draw are too high. The deck sure can win, but it will sport to many 1-0s and 1-1s to have a good score or tie breakers. And this is not even considering the mental exhaustion that comes from having absolutely no breaks in between rounds (gee, I had 20-30 minutes free on each rounds tonight).
If the deck suits your style, by all means, go for it. But Slivers weren’t meant to be played that way, IMHO. And I honestly would never play a deck that annoying. I want to win and beat my opponents, but not with a strategy specifically designed to be painfully frustrating (like Prison and Lantern).
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
It all comes down to the manabase, again. If the deck can’t support Collected Company (which costs a single green) without hurting our 5 colors production, it also cannot support Rally of Wings. You have to stay on 3 or 4 colors if you want CoCo or Rally. Ditching black is the first thing you’ll do, since Rally the Wings would effectively take the place of Leeching in the main deck. But then, Syphon or Necrotic are no longer possible SB inclusions. No other non-black Slivers have similar effects, I think. But I guess you could start searching for non-Slivers and colored solutions with a different manabase.
As I’m writing this, I’m almost tempted to try such a deck list... until I’m reminded that I’ll have to add lands (18 to 20, instead of 16) to support the requirements of a 4 colors deck, and thus I’ll have less creature density (something Rally the Wings specifically wants). Removing a second color is probably what you should want to do to play Rally the Wings while maintaining lands low and creatures high.
Going 3 colors, Naya makes sense, but losing Diffusion and Mariner means you have no more disruption and Galerider won’t be there to replace a removed Cloudshredder (that is already more easily removed). Jeskai allows you to keep these, but then you lose 2 lords in Predatory and Virulent, all acceleration and mana fixing from Manaweft/Gemhide (one of the reason why untapping with Rally the Wings is so good), and SB options like Harmonic (and you already lost Necrotic when you removed black).
I’m still honestly tempted to try a deck list with Rally the Wings, as an intellectual challenge. Up front, I’m not instinctively convinced losing 1 or 2 colors is worth it, but I may be proven wrong. Let me give the subject more thoughts and maybe I’ll try something next week.
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
No one plays 16 lands in Modern for a reason
And this deck is no exception, yes it wants to play 1 drops, but its power comes from 2 drops, which is a problem at 16 lands (2 cmc mana dork is not a solution)
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!