Hive Stirrings is actually very powerful. Obviously it relies on your board state, but dropping this after a Muscle Sliver puts 4 power on the board. Or you can get two 1/1 first strikers. Or two 2/2 first strike haste.
Very good to flood a board and achieve a critical mass while holding back actual warm bodies in your hand.
Also, Harmonic Sliver cannot reasonably be played mainboard due to Aether Vial, although it is definitely strong out of the side.
Also, the 1 drop you are looking for is Sidewinder Sliver (flanking, which stacks).
Two variants to throw some ideas around... I really, REALLY like the potential of the blue slivers. Mesmeric gives you draw control, Telekinetic gives you total board control, and Psionic Sliver gives you range to push through the endgame. Even in a spell-heavy shell, I feel the Sliver package ending with Telekinetic Sliver does enough to impact the game to be worthwhile.
This list seems tailored to a Merfolk shell, removing permission in favor of kill. Twelve lords along with the huge utility offered up by the support creatures seems to be swingy enough to make things work. Greedy, greedy mana though.
Gemhide seems awesome as a T2 Bomb. Dropping him instantly allows a 1 drop to put another creature down. For a format that has slowed down, its not impossible to make this work. Obvious adds like Boros Charm and maybe even Rootborn Defenses if you really wanna prevent wipes. Theres still another 100 spoilers coming. I think WotC still has things hidden up its sleeve.
This is pretty consistent. I usually win around turn 5 or 6. Gemhide Sliver is very powerful, he's basically the engine that lets this work. With him you can add to the board and still hold up counter magic early on. And he allows crazy things like playing a turn 3 legion, which basically ends the game next turn.
I have alot of 2-of's in this list, just because I was trying different stuff out. I find that Bonesplitter Sliver is alittle slow for what he does. I'd rather play 4 legions. I don't think we need Psionic Sliver either. We can outclass literally any creature with a legion on the field, I'll probably take those out and bump phantasmal image up to a 4-of. I don't really like remand. I get why people use it, but honestly we dominate creature matchup's. We just have to protect our guys until we win so Negate is all that's really needed. So I'm going to take out the 2 remand for 2 negate, so I can just counter their kill spell and be done with it. I haven't tried out sliver smith yet, so I don't know how good he is, seems like he's good though, since you can just throw away unused lands to add to the board.
I'm surprised you guys aren't using cavern of souls and ancient ziggurat, they allow you to play 5 colors very easily. I have yet to run into any mana problems, and I've played about 12 games so far.
I like this so far, but I've only played in the casual room, it's not exactly a good measure of the strength of slivers.
I don't have aether vials, so that's why it's not in this list. And the 3 marsh flats are my only fetches, but I don't really need more. I guess I could use them to thin out the deck a bit.
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If MTG is a part of your life, the formats are like relationships:
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
I think that the problem with virulent sliver is that he doesn't give bufs or any type of evasion to your team. Sidewinder at least gives flanking, making him actually mean something when you top deck him.
Nobody will be scared if you top decked a virulent sliver on turn 4 or 5.
We do need a one drop but virulent just doesn't do it.
Plus what do you remove for him? One of the lords? I don't think that's right.
He is amazing in multiples though. I run him in my pauper slivers deck and it's unreal if you get an opening hand with 3 of them in it. That's a turn 3 win right there. But it usually doesn't happen, and he's mostly just a 1/1 that gets the buffs from the more impactful slivers.
We will deffinitely be using striking sliver once M14 comes out though. That and sidewinder will do some nasty things together, and with a few lords out, it will just be unreal.
EDIT: Mutavault would be sic in this deck too, but alas I don't have the money for a set. Hopefully it's M14 run makes thr price drop alot. People seem to think it will, so we'll see.
If MTG is a part of your life, the formats are like relationships:
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
EDIT: Mutavault would be sic in this deck too, but alas I don't have the money for a set. Hopefully it's M14 run makes thr price drop alot. People seem to think it will, so we'll see.
It is only a rare in a Core Set, so there will be loads of them around- partly because it is a classic card that Newbs will look at and not like, then proceed to sell or trade.
I think that the problem with virulent sliver is that he doesn't give bufs or any type of evasion to your team. Sidewinder at least gives flanking, making him actually mean something when you top deck him.
Nobody will be scared if you top decked a virulent sliver on turn 4 or 5.
We do need a one drop but virulent just doesn't do it.
I don't quite see it the same way. Virulent Sliver essentially makes all of your slivers deal twice as much damage, in a round-about way, because it halves the amount of damage that you have to deal to the opponent before they lose. It also gets around lifegain. So, essentially, I read it as:
Virulent Sliver - G - 1/1
"If a sliver deals damage to a player, it deals twice that damage instead. That player can't gain life for the rest of the game."
no, not really. You are right in that it makes the amount of damage you need reduce by 1/2. however, you are also dealing 1 point of regular damage. compared to having a sinew sliver out and him (we'll assume that he drops on t1 and sinew t2), you get:
turn Poison Regular
2 1 1
3 1 2 (sinew drops this turn)
4 2 4
5 2 4
6 2 4
7 2 4
------------
tots: 10 17
this is a fetch/shock damage format, meaning that most people bolt themselves so 17 damage is really a win. Now, you could argue that dropping more slivers than just those two makes it much faster, and you would be correct. However, what are the odds that the sliver you drop is more power/toughness vs. more poison? with 4 poisonous slivers (yes, multiples are rough, I acknowledge that!), and 8 sinew types, the odds are pretty good that the damage will actually be faster than the poison.
weltkrieg - Good points. I think it could still be practical, though. If it had "all slivers have infect" instead, then no, I don't think it'd be worth running, because it's either/or, not both poison and damage. Virulent gives you both poison and still allows your slivers to do damage as normal, so you can race to 10 poison counters and 17 damage at the same time. The opponent has to worry about both, and if you do drop another [muscle] sliver, it makes the poison win that much more a threat than the normal damage route.
In your chart, are you swinging with Virulent before casting one of the [muscle] slivers? And how would the chart look if you played a second muscle?
I apologize for these darned charts. I had them nicely spaced so they were easy to read, but however it's posting, it's deleting all my nice spaces and I can't use tabs either.
Good thing you pointed that out. I forgot to list my assumptions...and me an engineer, to boot! My professors would smack me for this one.
Assumption: Virulent sliver drops on turn 1 and starts attacking turn 2. Sinew Sliver is cast on turn two before combat to maximize normal damage. In regards to the second chart, a sinew or predatory is cast on turn 3 to boost power, but doesn't attack until turn 4
Thanks for catching that. This actually points out that, in fact, with only one poisonous sliver, that regular damage is faster! With regards to your second question of a second sinew sliver joining in.. here we go.
turn Poison Regular
2 1 2 (sinew drops this turn, but doesn't attack)
3 2 6 (second sinew drops this turn, attack with first two)
4 3 9 ( from here on out, all three attack, attack, attack!!)
5 3 9
6 3 9
------------
tots:12 35
Now, if that virulent sliver had instead been the new flying sliver we are about to get, then by the end of turn 4, we have dealt 17 damage...in this same fetch and shock format. A turn 4 win I can live with, and with ways to protect these slivers, I think we might actually have a viable tribal deck.
Modern Slivers is starting to look pretty promising in Bant colours, but I'm personally waiting until a Hexproof-granting Sliver is confirmed or denied before I try building it.
Now, if that virulent sliver had instead been the new flying sliver we are about to get, then by the end of turn 4, we have dealt 17 damage...in this same fetch and shock format. A turn 4 win I can live with, and with ways to protect these slivers, I think we might actually have a viable tribal deck.
Just saw the new winged sliver. I agree at this point that I'd rather run that (and maybe the haste sliver) as my one drops with this new information. That would increase the tempo and pressure.
Just saw the new winged sliver. I agree at this point that I'd rather run that (and maybe the haste sliver) as my one drops with this new information. That would increase the tempo and pressure.
One drop red sliver is first strike, not haste. That's the 3 drop red sliver.
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
The new "gemhide" was just released. 1G .... 1/1.... "Manaweft Sliver"... Sliver creatures you control have *tap* Add one mana of any color to your mana pool."
So while this is awesome and i suppose its not necessarily impossible... I don't think a 5 color sliver deck would be viable even with the Manaweft.
While I do love slivers lets look at Legacy Meathooks. It was Bant Colored included only slivers that gave pumps, flying, or shroud and nothing larger than a 2 drop. It also ran a around 10 counters 8 of which could be cast for free and brainstorms.
Until a shroud or hexproof sliver becomes Modern legal, this deck will not show up and it needs more counter magics.
Im sincerely hoping they do make a hexproof sliver, my Overlord edh wants to be reborn
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pochy, I like the inclusion of opaline sliver as added resilience to targeted removal, but the problem I have with your build as such is that it's very draw-dependent. the games where you have turn-1 aether vial and a good mix of creatures and countermagic work amazingly, but there's far too many times where the game doesn't work out that way. slivers can't play a delver-type tempo strategy because we need a critical mass of creatures in play in order to win in a reasonable timeframe.
I was testing a four-color build a little while ago before galerider sliver was spoiled that wasn't quite getting there, and I've re-visited it since and tried to make it more consistent. Starting from your list, I added one land, went up to 4 each of galerider sliver and sidewinder sliver instead of the harmonic slivers, and went down to 3 path to make room for 3 remand, (similar role to mana leak, but it cantrips), 3 sentinel sliver, 2 adaptive automaton (which are mainly there as filler until I can find something better, possibly going to 1 and the 4th sentinel) and 4 lead the stampede.
Honestly, lead the stampede can be pretty insane, since it allows you to use a similar sort of draw engine to the goblins decks in legacy, regularly drawing about 3 cards. It gives additional card advantage for an aggressive deck, and filters out a lot of the chaff (extra aether vial, lands, etc.) that you don't want to be drawing late anyways. It's possible I could see cutting it, because it gives us more 3-drops to try and use and doesn't immediately impact the board unless you have spare mana or an untapped vial, but it's been really good every time I cast it, so I would be kind of sad to see it go.
This is not how bans/unbans work. Its always the enabler that gets the ban, not the card that is being abused. If you would have Yawgmoths will + whatever cards - it would be Yawgs that would be banned. If you would have Stoneforge and batterskull - it would be stone who would be banned and that is exactly how it works. Furthermore, banning a card in order to unban a different card is a thought process that was and wont be never applied in practical means.
Got to play test a bit with my build on Cockatrice now that M14 is updated. So far it seems solid. I haven't gotten the Homing Sliver + Aether Vial combo going as often as I had hoped, but when I did it was disgustingly good. I want to make room for Quilled Sliver as a 1 of and will probably take out Firewake Sliver as it seems to be the weakest card in the build.
This deck seems to have problems with combo. There just isn't enough in my current build to interact with an opponent who is going off on turn 3-4. I have yet to play against any real control decks, so not much to report on that front. Creature matches are pretty solid. I played against Merfolk earlier, and found them to be fairly similar in play style. I had more answers though, and was able to take him 2-0. Harmonic Sliver does some real work against them.
This deck seems to have problems with combo. There just isn't enough in my current build to interact with an opponent who is going off on turn 3-4. I have yet to play against any real control decks, so not much to report on that front. Creature matches are pretty solid. I played against Merfolk earlier, and found them to be fairly similar in play style. I had more answers though, and was able to take him 2-0. Harmonic Sliver does some real work against them.
Yeah, I'm still worried about that from a competitive perspective.
BUT from my testing outside of combo, these Modern Slivers are the real deal. I'm already starting experimental stuff like Immortal Servitude . Pretty much all of my best builds have been all 1 and 2-drops which is really nice being you can keep mana open for Mutavault/counters (if you run them)/removal. So then Immortal Servitude becomes reanimate for half of your deck @ 4cc or 5cc. Anyone else experimenting with Servitude? It might not be needed and the reach from something like Boros Charm is more effective but figured I'd test Servitude a bit more.
It's an instant speed 5/5 trampler for 4. Wtf do you people want seriously? It has applications in populate/ above the curve beats decks, or in Bant control/ flash. I seriously think anyone mad at this card for any reason other than losing an attacker to instant speed wurm, should go home and make their own awesome card game and leave the rest of us alone.
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Very good to flood a board and achieve a critical mass while holding back actual warm bodies in your hand.
Also, Harmonic Sliver cannot reasonably be played mainboard due to Aether Vial, although it is definitely strong out of the side.
Also, the 1 drop you are looking for is Sidewinder Sliver (flanking, which stacks).
-MTG Salvation.
This list seems tailored to a Merfolk shell, removing permission in favor of kill. Twelve lords along with the huge utility offered up by the support creatures seems to be swingy enough to make things work. Greedy, greedy mana though.
2 Essence Sliver
2 Harmonic Sliver
4 Phantasmal Image
4 Predatory Sliver
1 Psionic Sliver
2 Shadow Sliver
4 Sidewinder Sliver
4 Sinew Sliver
2 Two-Headed Sliver
Non-Creature Spells (13)
4 Aether Vial
2 Dismember
1 Distant Melody
4 Lightning Bolt
2 Path to Exile
4 Arid Mesa
4 Cavern of Souls
3 Copperline Gorge
4 Mutavault
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Tendo Ice Bridge
3 Temple Garden
3 Darkheart Sliver
1 Essence Sliver
2 Frenzy Sliver
2 Harmonic Sliver
2 Quilled Sliver
2 Spinneret Sliver
2 Telekinetic Sliver
1 Two-Headed Sliver
...annnnd a more "traditional" control-Sliver list. Counter spells, vial guys, win with a big blue sliver.
1 Frenetic Sliver
3 Quilled Sliver
2 Mesmeric Sliver
1 Shadow Sliver
4 Sidewinder Sliver
4 Sinew Sliver
3 Telekinetic Sliver
1 Vedalken Aethermage
Non-Creature Spells (20)
4 Aether Vial
4 Delay
4 Lightning Bolt
4 Mana Leak
4 Path to Exile
4 Arid Mesa
4 Cavern of Souls
2 Hallowed Fountain
4 Mutavault
2 Sacred Foundry
4 Seachrome Coast
2 Steam Vents
4 Lightning Helix
2 Snapcaster Mage
1 Sower of Temptation
4 Spell Pierce
3 Spell Snare
1 Vedalken Aethermage
Thoughts?
My decks:
BGx Nic Fit
Abzan Aggro
RIP Pod
Standard: Abzan Aggro
4 - Ancient Ziggurat
4 - Cavern of souls
2 - Hallowed Fountain
4 - Watery Grave
2 - Temple Garden
3 - Marsh Flats
2 - Sacred Foundry
1 - Plains
1 - Island
4 - Sidewinder Sliver
2 - Sliversmith
4 - Gemhide Sliver
2 - Phantasmal Image
4 - Sinew Sliver
3 - Two-Headed Sliver
4 - Sedge Sliver
2 - Bonesplitter Sliver
2 - Psionic Sliver
2 - Sliver Legion
2 - Vapor Snag
1 - Negate
2 - Remand
3 - Think Twice
This is pretty consistent. I usually win around turn 5 or 6. Gemhide Sliver is very powerful, he's basically the engine that lets this work. With him you can add to the board and still hold up counter magic early on. And he allows crazy things like playing a turn 3 legion, which basically ends the game next turn.
I have alot of 2-of's in this list, just because I was trying different stuff out. I find that Bonesplitter Sliver is alittle slow for what he does. I'd rather play 4 legions. I don't think we need Psionic Sliver either. We can outclass literally any creature with a legion on the field, I'll probably take those out and bump phantasmal image up to a 4-of. I don't really like remand. I get why people use it, but honestly we dominate creature matchup's. We just have to protect our guys until we win so Negate is all that's really needed. So I'm going to take out the 2 remand for 2 negate, so I can just counter their kill spell and be done with it. I haven't tried out sliver smith yet, so I don't know how good he is, seems like he's good though, since you can just throw away unused lands to add to the board.
I'm surprised you guys aren't using cavern of souls and ancient ziggurat, they allow you to play 5 colors very easily. I have yet to run into any mana problems, and I've played about 12 games so far.
I like this so far, but I've only played in the casual room, it's not exactly a good measure of the strength of slivers.
I don't have aether vials, so that's why it's not in this list. And the 3 marsh flats are my only fetches, but I don't really need more. I guess I could use them to thin out the deck a bit.
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
Nobody will be scared if you top decked a virulent sliver on turn 4 or 5.
We do need a one drop but virulent just doesn't do it.
Plus what do you remove for him? One of the lords? I don't think that's right.
He is amazing in multiples though. I run him in my pauper slivers deck and it's unreal if you get an opening hand with 3 of them in it. That's a turn 3 win right there. But it usually doesn't happen, and he's mostly just a 1/1 that gets the buffs from the more impactful slivers.
We will deffinitely be using striking sliver once M14 comes out though. That and sidewinder will do some nasty things together, and with a few lords out, it will just be unreal.
EDIT: Mutavault would be sic in this deck too, but alas I don't have the money for a set. Hopefully it's M14 run makes thr price drop alot. People seem to think it will, so we'll see.
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
It is only a rare in a Core Set, so there will be loads of them around- partly because it is a classic card that Newbs will look at and not like, then proceed to sell or trade.
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
I don't quite see it the same way. Virulent Sliver essentially makes all of your slivers deal twice as much damage, in a round-about way, because it halves the amount of damage that you have to deal to the opponent before they lose. It also gets around lifegain. So, essentially, I read it as:
Virulent Sliver - G - 1/1
"If a sliver deals damage to a player, it deals twice that damage instead. That player can't gain life for the rest of the game."
Isn't that essentially a one mana lord?
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
turn Poison Regular
2 1 1
3 1 2 (sinew drops this turn)
4 2 4
5 2 4
6 2 4
7 2 4
------------
tots: 10 17
this is a fetch/shock damage format, meaning that most people bolt themselves so 17 damage is really a win. Now, you could argue that dropping more slivers than just those two makes it much faster, and you would be correct. However, what are the odds that the sliver you drop is more power/toughness vs. more poison? with 4 poisonous slivers (yes, multiples are rough, I acknowledge that!), and 8 sinew types, the odds are pretty good that the damage will actually be faster than the poison.
Credit to DolZero for this awesome sig!
In your chart, are you swinging with Virulent before casting one of the [muscle] slivers? And how would the chart look if you played a second muscle?
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
Good thing you pointed that out. I forgot to list my assumptions...and me an engineer, to boot! My professors would smack me for this one.
Assumption: Virulent sliver drops on turn 1 and starts attacking turn 2. Sinew Sliver is cast on turn two before combat to maximize normal damage. In regards to the second chart, a sinew or predatory is cast on turn 3 to boost power, but doesn't attack until turn 4
turn Poison Regular
2 1 2 (sinew drops this turn, but doesn't attack)
3 2 4
4 2 4
5 2 4
6 2 4
7 2 4
------------
tots:11 22
Thanks for catching that. This actually points out that, in fact, with only one poisonous sliver, that regular damage is faster! With regards to your second question of a second sinew sliver joining in.. here we go.
turn Poison Regular
2 1 2 (sinew drops this turn, but doesn't attack)
3 2 6 (second sinew drops this turn, attack with first two)
4 3 9 ( from here on out, all three attack, attack, attack!!)
5 3 9
6 3 9
------------
tots:12 35
Now, if that virulent sliver had instead been the new flying sliver we are about to get, then by the end of turn 4, we have dealt 17 damage...in this same fetch and shock format. A turn 4 win I can live with, and with ways to protect these slivers, I think we might actually have a viable tribal deck.
Credit to DolZero for this awesome sig!
Just saw the new winged sliver. I agree at this point that I'd rather run that (and maybe the haste sliver) as my one drops with this new information. That would increase the tempo and pressure.
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
One drop red sliver is first strike, not haste. That's the 3 drop red sliver.
candidus inperti; si nil, his utere mecum.
~~~~~
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
So while this is awesome and i suppose its not necessarily impossible... I don't think a 5 color sliver deck would be viable even with the Manaweft.
Until a shroud or hexproof sliver becomes Modern legal, this deck will not show up and it needs more counter magics.
Im sincerely hoping they do make a hexproof sliver, my Overlord edh wants to be reborn
-Anonymous
I was testing a four-color build a little while ago before galerider sliver was spoiled that wasn't quite getting there, and I've re-visited it since and tried to make it more consistent. Starting from your list, I added one land, went up to 4 each of galerider sliver and sidewinder sliver instead of the harmonic slivers, and went down to 3 path to make room for 3 remand, (similar role to mana leak, but it cantrips), 3 sentinel sliver, 2 adaptive automaton (which are mainly there as filler until I can find something better, possibly going to 1 and the 4th sentinel) and 4 lead the stampede.
Honestly, lead the stampede can be pretty insane, since it allows you to use a similar sort of draw engine to the goblins decks in legacy, regularly drawing about 3 cards. It gives additional card advantage for an aggressive deck, and filters out a lot of the chaff (extra aether vial, lands, etc.) that you don't want to be drawing late anyways. It's possible I could see cutting it, because it gives us more 3-drops to try and use and doesn't immediately impact the board unless you have spare mana or an untapped vial, but it's been really good every time I cast it, so I would be kind of sad to see it go.
4x Galerider Sliver
4x Sidewinder Sliver
4x Striking Sliver
4x Predatory Sliver
4x Sinew Sliver
2x Phantasmal Image
4x Sedge Sliver
4x Adaptive Automaton
4x Bonescythe Sliver
2x Bonesplitter Sliver
4x City of Brass
4x Cavern of Souls
1x Reflecting Pool
4x Ancient Ziggurat
3x Blood Crypt
3x Godless Shrine
3x Watery Grave
2x Swamp
4 Syphon Sliver
4 Harmonic Sliver
4 Necrotic Sliver
3 Triumph of the Hordes
4x Sinew Sliver
4x Predatory Sliver
4x Homing Sliver
3x Sedge Sliver
1x Firewake Sliver
1x Striking Sliver
1x Harmonic Sliver
1x Shadow Sliver
1x Necrotic Sliver
1x Sentinel Sliver
1x Bonescythe Sliver
1x Sliver Legion
Other Spells: 14
4x Aether Vial
4x Lightning Bolt
3x Lightning Helix
2x Path to Exile
1x Crib Swap
4x Cavern of Souls
4x City of Brass
2x Tendo Ice Bridge
2x Reflecting Pool
3x Arid Mesa
2x Verdant Catacombs
1x Godless Shrine
1x Blood Crypt
1x Temple Garden
1x Stomping Ground
1x Overgrown Tomb
1x Sacred Foundry
3x Leyline of Sanctity
3x Rest in Peace
2x Maelstrom Pulse
2x Ancient Grudge
2x Pithing Needle
2x Spellskite
1x Harmonic Sliver
FREE BLOODBRAID ELF
FREE BLOODBRAID ELF
Yeah, I'm still worried about that from a competitive perspective.
BUT from my testing outside of combo, these Modern Slivers are the real deal. I'm already starting experimental stuff like Immortal Servitude . Pretty much all of my best builds have been all 1 and 2-drops which is really nice being you can keep mana open for Mutavault/counters (if you run them)/removal. So then Immortal Servitude becomes reanimate for half of your deck @ 4cc or 5cc. Anyone else experimenting with Servitude? It might not be needed and the reach from something like Boros Charm is more effective but figured I'd test Servitude a bit more.