It occurred to me the other day, as I was taking a tour through the commons, what a shame it was that the tribal global pump 'lords' were all uncommon or rare. Then I realized there is one tribe, at least, for which this isn't true: Slivers.
They get the Muscle Sliver, a global pumping 1/1 for 2, and a white one as well.
White and Green also offer flanking (which seems worthwhile to me), and the sliver that gives your guys Infect. Normally I wouldn't advocate running Infect and regular damage together, but this seems like it would be strong here: because they grant Infect to the whole team, making it unsavory to block or attack into.
So join me if you will, for GW Slivers Tribal will be my next Pauper deck!
My first impulse is to tone down the pump and increase the removal suite, Journey to Nowhere in particular. There's no way I'll be racing decks like Affinity, Infect, and Delver anyway.
Mutagenic Growth seems like a good coynterspell. It would make my lord toughness 4, and bolting the lords is bad for me.
we have cycle lands over the gates because late draw we can cycle them, but if you wanna drop the cycles, gate isnt the best choice, Selesnya Sanctuary works better
about Mutagenic Growth to protect the lords, i really prefer Prismatic Strands or Thrill of the Hunt, both protect in same range as mutagenic, but give CA since you can reuse the cards, also prismatic can save a bad combat situation
and i agree, you can try a build with different setup at spells like:
we have cycle lands over the gates because late draw we can cycle them, but if you wanna drop the cycles, gate isnt the best choice, Selesnya Sanctuary works better
about Mutagenic Growth to protect the lords, i really prefer Prismatic Strands or Thrill of the Hunt, both protect in same range as mutagenic, but give CA since you can reuse the cards, also prismatic can save a bad combat situation
and i agree, you can try a build with different setup at spells like:
other removal to think based on your play style is Smite
I highly agree with this statement, Prismatic Strands is stupid good. Another solid card to play in pauper is Unmake because it is just like the big boy removals for more mana, it 100% says GTFO to any creature that doesn't have a pro on it.
I would run 3 Journey to Nowhere and 2 Unmake, in my experience with my white weenie, that helps a lot.
I don't know if any one already pointed out infect and poisonous are 2 different mechanics. Also I agree on Prismatic it hoses EtW decks as well. Just curious, we curve off at 3 and can work fine on 4 mana, 5 tops why is sanctuary better then guild gate? both hit tapped so I don't see it as a speed boost.
first i dont get the point about infect and poisonous... virulent is in the deck because its 1cmc with alternate wincon if necessary
in most of the lands setups sanctuary is better because you can return tapped lands to hand and the deck runs with lower mana cost, you can "ramp" your mana at early to mid game, if necessary you can return a cycle land to your hand to cycle and fix your mana like gate, since he are running only two gates, the chance of draw that at early game is low, so the only disadvantage of sanctuary is the early draw what is a reduced chance since he only runs two slots for "fix" lands
Prismatic Strands does look pretty good, but will it work the way we want it to at 3 mana?
On Thrill of the Hunt vs. Mutagenic Growth, Thrill certainly is a better CA engine, but it's just so mana hungry... I'm not sold on it yet. Lightning Bolt is a 1 mana instant, so protecting my guy would necessitate holding him in hand for a turn. I don't fancy that too much.
MOAR REMOVAL I think will be the way to go... this deck will survive by controlling the opponent's most aggressive drops in the first few turns, and should have reasonable inevitability as more and more Slivers get added to the field and pump each other up.
I think the GW variant will hold water, but now I'm wondering whether a 5 color Slivers might not be possible. I don't think it will be better off-hand.
It certainly is going to shock my playgroup when Slivers hits the table...
Indeed, the problem is not so much affording the cards as it is finding time to get to the LGC and convince the owner to dig out a pile of obscure commons!
Indeed, the problem is not so much affording the cards as it is finding time to get to the LGC and convince the owner to dig out a pile of obscure commons!
lol
i know, its a hard job for pauper
anyway, good luck at your hunting
That's what I'm thinking, just tons of removal and Slivers in the deck.
There is no Pauper deck I've seen that can keep up with the steadily growing size and strength of Slivers. They have a high degree of inevitability in the red zone. The more creatures clog the field, the more advantage accrues to the slivers.
If they can keep the mortal threats at bay, theoretically this should work well. I can't wait to test it out.
I agree with zeromd about the 4 sidewinders they really do make it so your guys can swing into just about anything and live. I also think rancor should be atleast a 3 of if not a 4 of. though I have no idea what to cut for it. but the trample will make better use of the lords and flanking effects.
That's what I'm thinking, just tons of removal and Slivers in the deck.
There is no Pauper deck I've seen that can keep up with the steadily growing size and strength of Slivers. They have a high degree of inevitability in the red zone. The more creatures clog the field, the more advantage accrues to the slivers.
If they can keep the mortal threats at bay, theoretically this should work well. I can't wait to test it out.
Some things to note and be careful about. While Slivers do get stronger the more you put down, you cannot both remove and drop your own creatures effectively, when playing against decks like white weenie, removal will simply not work under any circumstances.
When playing against infect, removal is your only hope to beat an infect deck (both unblockable and trample).
You have to remember that pauper is not a format where games go long, so unless you can win on 2-4, or at least secure a formidable position it isn't gonna go well.
I would prefer you use only 5-7 removal spells as I suggested, and rely on your creatures with pump spells such as Rancor. Removal is great, but keeping up with the flood of creatures like white weenie, turn 2-3 wins decks like infect, and crazy bonkers decks like delver, having removal/creature heavy over creature/pump in my opinion isn't viable.
Just my opinion, but after switching from modern/casual format to pauper/peasant, its a creature war not a spell war.
With all that being said, here is a sample deck list with small explanation.
I put your Oblivion Rings into the sideboard because unmake is just hands down better in pauper unless you really do fear other things over creatures, even then, Nature's Claim offers you a cheaper choice when battling enchantment or affinity.
I upped Rancor to four do to the fact that it keeps you stronger and always attacking with an infinite enchantment, you should and most likely always will be stronger than your opponent so push and push hard with trample because it will almost always stay in play.
I removed both Vines of Vastwood and Thrill of the Hunt, they are to expensive with not enough pump, Vines for instance you need to pay 2c to get +4+4 and even though Thrill comes back its only a +2+4 over the course of two turns. If you use Groundswell it is almost always a +4+4 for 1c since you should be putting land down every turn. Predator's Strike gives you two very very important things which is +3+3 and trample for only 2c, this is a must have IMO.
Your sideboard contains cards to deal with both enchantments and artifacts, Gitaxian Probe I would almost main board it, but you can choose to do what you will with it, -2 life for a card and see if you opponent can stop your next attack? yes please. Mutagenic Growth should ONLY be put into main board with Gitaxian Probe as they work together so well. Fog is safety against infect and mass creatures. Last two slots are for whatever is in your meta.
The four cycle lands are just for that really, extra draw. Draw is stupid good in pauper.
Thanks for the input XBM Yosho. I see what you are saying about Probe but I am not convinced it is worth the slot.
Both Predator's Strike and Groundswell seem good but is it really worth only running 2 of each? Would not just going for a straight four of be better?
We also seem to need a lot more White than green so perhaps we should adjust the lands slightly...
(17 Green cards needing 1 green each; 21 White, 2 of which need triple white)
SIDEBOARD - 15
(too big at the moment)
2 Vines of Vastwood - Extra protection and Pump
4 Nature's Claim - Kills Afinity and random artifacts
3 Holy Light - We are mostly white creatures and a single lord keeps Virulent alive.
2 Prismatic Strands - Extra protection
1 Oblivion Ring - Unmake #3 with a catch all for other stuff.
2 Predator's Strike - Extra Trample
2 Armadillo Cloak - Extra Trample with life gain.
2 Fog - General protection, buys us a turn.
Yea, that is a good setup there. The main thing that we want to keep is trample, so having more sideboard options is great for that. Gitaxian Probe wins games, that is why I put it in there. If you have two trample pumps in your hand, and blow your load just to get it unsummoned, that sucks big time. In the grand scheme of things, -2 life to find out if you just won or not is a big advantage, not to mention you now know whats coming to play.
I am taking the experience from my infect deck simply because you are running pump. Anytime IMO you have a win scenario, making sure it hits is important.
All that being said, this looks pretty solid and I would run this to see how it fairs. The main tests for this deck are the tier 2 decks out there, stompy, affinity, infect; ect, I am thinking this will be placed in tier 2 simply because I don't see a way to blow down delver/post/weenie efficiently every match up. That doesn't mean it can't, I just see it as needing the perfect hand while the others can get by with mediocre hands and still hold advantage.
Since he has more white then green at this point perhaps Ethereal haze over fog. it also has the advantage of stopping things like vent sentinel or pingers. But I agree 5 MD removal spells should be plenty since your guys should quickly out class most of the field you'll mostly want to kill early drops and game finishers.
Since he has more white then green at this point perhaps Ethereal haze over fog. it also has the advantage of stopping things like vent sentinel or pingers. But I agree 5 MD removal spells should be plenty since your guys should quickly out class most of the field you'll mostly want to kill early drops and game finishers.
Ethereal haze hmmm, what if he is fighting burn though?
So I was bored and went ahead and purchased this Sliver deck myself for some testing. Cost around $15.00 because of the 4x Rancor.
Anywho, here are the results from my testing in a first to 5 shoot out, no sideboards were used in this testing. These are just one mans play testing results so they may vary. The largest threat I have encountered by this Sliver deck is not the amount of pump, not the creature swarm, but if you get 2-3 Sidewinder Slivers out, the stacked flanking is extremely hard to deal with.
Slivers vs Delver
In this match up we take the talked about Sliver deck and place it against my Delver deck. The Sliver deck walked this one 5/1, the amount of massing creatures and stacking pump/flanking made this a very very hard fight for Delver, the one time I was able to win I attribute it to drawing the perfect hand and getting excellent top deck, but against this Sliver deck even a half mediocre hand was enough to trounce Delver.
In this match up the Sliver deck takes on the Trample Infect deck. In pauper Trample Infect has the fastest possible win ability going all in on turn two. Even when this game dragged on to rounds 5-10 the Infect deck was still in the running do to its scary trample and free pump. The overall scoring for this match up was 5/4 in favor of the Sliver deck. The close win ratio is pretty normal due to the fact that Infect in most cases 5/10 times can get in for kill damage on turn 2 and maybe 7/10 times on turn 3 fairly easily.
This is the match up I was mostly excited for, Slivers vs White Weenie. I expected my White Weenie to win, but by a margin of 5/1 I was surprised. The White Weenie really plays aggro in the beginning and plays even better in late game. Guardian of the Guildpact is ONLY removable by Unmake, and everything else that the Sliver deck can do has to target Standard Bearer. You cannot play your pump, nor Rancor because it just gets slapped onto Standard Bearer. White Weenie's protection makes sure nothing gets removed, the amount of flying crushes the sky, and it has it's own removal for problematic creatures.
We have recently gotten back from the card shop with this little gem, RATS. This deck offered up some fight against the Sliver deck as it created a huge, huge tempo loss which is what the Sliver deck drastically needs to maintain. I was actually shocked at this outcome seeing as RATS is generally a tier 3 deck, but between the removal, the negative counters and the ever so nasty Spinning Darkness, is turned out quite differently. The RATS deck took this match up going 5/3. In playing this I have discovered that with the RATS deck, if it gets it's control early, it is for the most part game over, if however it gets the control cards later in the game; it's come back ability is extremely limited against this deck.
This match up went as expected, Affinity took the set 5/3 due to the combo, Atog + Fling. This deals instant death damage to the Sliver deck and with no way to counter it, the match was over. The Sliver deck did pull 3 wins on the Affinity because of slow starts and quickly removing Atog the turn or turn after he comes into play. Both of these decks are fun to play against since both can fill the field up with creatures in a matter of a few short turns.
They get the Muscle Sliver, a global pumping 1/1 for 2, and a white one as well.
White and Green also offer flanking (which seems worthwhile to me), and the sliver that gives your guys Infect. Normally I wouldn't advocate running Infect and regular damage together, but this seems like it would be strong here: because they grant Infect to the whole team, making it unsavory to block or attack into.
So join me if you will, for GW Slivers Tribal will be my next Pauper deck!
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
Mutagenic Growth seems like a good coynterspell. It would make my lord toughness 4, and bolting the lords is bad for me.
Vines is the only pump I'd keep, and make it 3x.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
4 Virulent Sliver
4 Sidewinder Sliver
4 Plated Sliver
4 Sinew Sliver
4 Muscle Sliver
3 Spinneret Sliver
SPELLS [14]
3 Thrill of the Hunt
3 Oblivion Ring
2 Vines of Vastwood
2 Prismatic Strands
2 Rancor
2 Search for Tomorrow
10 Forest
10 Plains
2 Secluded Steppe
1 Tranquil Thicket
2 Vines of Vastwood
3 Quick Sliver
2 Armadillo Cloak
3 Holy Light
3 Disenchant
2 Prismatic Strands
we have cycle lands over the gates because late draw we can cycle them, but if you wanna drop the cycles, gate isnt the best choice, Selesnya Sanctuary works better
about Mutagenic Growth to protect the lords, i really prefer Prismatic Strands or Thrill of the Hunt, both protect in same range as mutagenic, but give CA since you can reuse the cards, also prismatic can save a bad combat situation
and i agree, you can try a build with different setup at spells like:
3 Journey to Nowhere
3 Thrill of the Hunt
2 Oblivion Ring
2 Vines of Vastwood
2 Prismatic Strands
2 Rancor
other removal to think based on your play style is Smite
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I highly agree with this statement, Prismatic Strands is stupid good. Another solid card to play in pauper is Unmake because it is just like the big boy removals for more mana, it 100% says GTFO to any creature that doesn't have a pro on it.
I would run 3 Journey to Nowhere and 2 Unmake, in my experience with my white weenie, that helps a lot.
W White Weenie
Legacy:
RGWBUDredgeUBWGR
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WD&TW
Affinity
WGriffinsW (pauper)
U/thopter comboU/ (peasant)
:symbg:Moosebite:symbg: (peasant)
RGobo tokensR (peasant)
R slide R (peasant)
:symur:pingers:symur:
in most of the lands setups sanctuary is better because you can return tapped lands to hand and the deck runs with lower mana cost, you can "ramp" your mana at early to mid game, if necessary you can return a cycle land to your hand to cycle and fix your mana like gate, since he are running only two gates, the chance of draw that at early game is low, so the only disadvantage of sanctuary is the early draw what is a reduced chance since he only runs two slots for "fix" lands
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On Thrill of the Hunt vs. Mutagenic Growth, Thrill certainly is a better CA engine, but it's just so mana hungry... I'm not sold on it yet. Lightning Bolt is a 1 mana instant, so protecting my guy would necessitate holding him in hand for a turn. I don't fancy that too much.
MOAR REMOVAL I think will be the way to go... this deck will survive by controlling the opponent's most aggressive drops in the first few turns, and should have reasonable inevitability as more and more Slivers get added to the field and pump each other up.
I think the GW variant will hold water, but now I'm wondering whether a 5 color Slivers might not be possible. I don't think it will be better off-hand.
It certainly is going to shock my playgroup when Slivers hits the table...
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
about prismatic strands, check good WW or WX aggro decks, most of them use that card
but since pauper is cheap i think you can get these spells to do playtests
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Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
lol
i know, its a hard job for pauper
anyway, good luck at your hunting
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There is no Pauper deck I've seen that can keep up with the steadily growing size and strength of Slivers. They have a high degree of inevitability in the red zone. The more creatures clog the field, the more advantage accrues to the slivers.
If they can keep the mortal threats at bay, theoretically this should work well. I can't wait to test it out.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
Legacy:
RGWBUDredgeUBWGR
:symrg:Belcher:symrg:
WD&TW
Affinity
WGriffinsW (pauper)
U/thopter comboU/ (peasant)
:symbg:Moosebite:symbg: (peasant)
RGobo tokensR (peasant)
R slide R (peasant)
:symur:pingers:symur:
what about something like that:
3 Journey to Nowhere
3 Thrill of the Hunt
2 Oblivion Ring
2 Unmake
2 Prismatic Strands
3 Rancor
vines can go in side
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Some things to note and be careful about. While Slivers do get stronger the more you put down, you cannot both remove and drop your own creatures effectively, when playing against decks like white weenie, removal will simply not work under any circumstances.
When playing against infect, removal is your only hope to beat an infect deck (both unblockable and trample).
You have to remember that pauper is not a format where games go long, so unless you can win on 2-4, or at least secure a formidable position it isn't gonna go well.
I would prefer you use only 5-7 removal spells as I suggested, and rely on your creatures with pump spells such as Rancor. Removal is great, but keeping up with the flood of creatures like white weenie, turn 2-3 wins decks like infect, and crazy bonkers decks like delver, having removal/creature heavy over creature/pump in my opinion isn't viable.
Just my opinion, but after switching from modern/casual format to pauper/peasant, its a creature war not a spell war.
With all that being said, here is a sample deck list with small explanation.
3 Virulent Sliver
4 Sidewinder Sliver
4 Plated Sliver
4 Sinew Sliver
4 Muscle Sliver
2 Spinneret Sliver
2 Talon Sliver
SPELLS - 15
3 Journey to Nowhere
2 Groundswell
2 Unmake
2 Predator's Strike
2 Prismatic Strands
4 Rancor
9 Forest
9 Plains
2 Secluded Steppe
2 Tranquil Thicket
2 Oblivion Ring
2 Gitaxian Probe
4 Nature's Claim
3 Mutagenic Growth
2 Fog
2 ?
I put your Oblivion Rings into the sideboard because unmake is just hands down better in pauper unless you really do fear other things over creatures, even then, Nature's Claim offers you a cheaper choice when battling enchantment or affinity.
I upped Rancor to four do to the fact that it keeps you stronger and always attacking with an infinite enchantment, you should and most likely always will be stronger than your opponent so push and push hard with trample because it will almost always stay in play.
I removed both Vines of Vastwood and Thrill of the Hunt, they are to expensive with not enough pump, Vines for instance you need to pay 2c to get +4+4 and even though Thrill comes back its only a +2+4 over the course of two turns. If you use Groundswell it is almost always a +4+4 for 1c since you should be putting land down every turn. Predator's Strike gives you two very very important things which is +3+3 and trample for only 2c, this is a must have IMO.
Your sideboard contains cards to deal with both enchantments and artifacts, Gitaxian Probe I would almost main board it, but you can choose to do what you will with it, -2 life for a card and see if you opponent can stop your next attack? yes please. Mutagenic Growth should ONLY be put into main board with Gitaxian Probe as they work together so well. Fog is safety against infect and mass creatures. Last two slots are for whatever is in your meta.
The four cycle lands are just for that really, extra draw. Draw is stupid good in pauper.
Hope the suggestions helped you out.
W White Weenie
Yea, that is a good setup there. The main thing that we want to keep is trample, so having more sideboard options is great for that. Gitaxian Probe wins games, that is why I put it in there. If you have two trample pumps in your hand, and blow your load just to get it unsummoned, that sucks big time. In the grand scheme of things, -2 life to find out if you just won or not is a big advantage, not to mention you now know whats coming to play.
I am taking the experience from my infect deck simply because you are running pump. Anytime IMO you have a win scenario, making sure it hits is important.
All that being said, this looks pretty solid and I would run this to see how it fairs. The main tests for this deck are the tier 2 decks out there, stompy, affinity, infect; ect, I am thinking this will be placed in tier 2 simply because I don't see a way to blow down delver/post/weenie efficiently every match up. That doesn't mean it can't, I just see it as needing the perfect hand while the others can get by with mediocre hands and still hold advantage.
W White Weenie
Since he has more white then green at this point perhaps Ethereal haze over fog. it also has the advantage of stopping things like vent sentinel or pingers. But I agree 5 MD removal spells should be plenty since your guys should quickly out class most of the field you'll mostly want to kill early drops and game finishers.
Legacy:
RGWBUDredgeUBWGR
:symrg:Belcher:symrg:
WD&TW
Affinity
WGriffinsW (pauper)
U/thopter comboU/ (peasant)
:symbg:Moosebite:symbg: (peasant)
RGobo tokensR (peasant)
R slide R (peasant)
:symur:pingers:symur:
Ethereal haze hmmm, what if he is fighting burn though?
W White Weenie
dont get your point
fog doesn't protect from burn
"combat damage = damage dealt by creatures in combat phase"
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I was thinking of things like Prodigal Pyromancer being used in a defensive manner. Such as blocking then tapping for a total of 2.
But yea, they do the same thing.
W White Weenie
Legacy:
RGWBUDredgeUBWGR
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WD&TW
Affinity
WGriffinsW (pauper)
U/thopter comboU/ (peasant)
:symbg:Moosebite:symbg: (peasant)
RGobo tokensR (peasant)
R slide R (peasant)
:symur:pingers:symur:
But we should check on rules fórum because i dont think fog stops the ping damage
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RGWBUDredgeUBWGR
:symrg:Belcher:symrg:
WD&TW
Affinity
WGriffinsW (pauper)
U/thopter comboU/ (peasant)
:symbg:Moosebite:symbg: (peasant)
RGobo tokensR (peasant)
R slide R (peasant)
:symur:pingers:symur:
Anywho, here are the results from my testing in a first to 5 shoot out, no sideboards were used in this testing. These are just one mans play testing results so they may vary. The largest threat I have encountered by this Sliver deck is not the amount of pump, not the creature swarm, but if you get 2-3 Sidewinder Slivers out, the stacked flanking is extremely hard to deal with.
Slivers vs Delver
In this match up we take the talked about Sliver deck and place it against my Delver deck. The Sliver deck walked this one 5/1, the amount of massing creatures and stacking pump/flanking made this a very very hard fight for Delver, the one time I was able to win I attribute it to drawing the perfect hand and getting excellent top deck, but against this Sliver deck even a half mediocre hand was enough to trounce Delver.
3 Virulent Sliver
4 Sidewinder Sliver
4 Plated Sliver
4 Sinew Sliver
4 Muscle Sliver
2 Spinneret Sliver
2 Talon Sliver
3 Journey to Nowhere
4 Groundswell
2 Unmake
2 Prismatic Strands
4 Rancor
9 Forest
9 Plains
4 Secluded Steppe
4 Delver of Secrets
4 Ninja of the Deep Hours
4 Phantasmal Bear
4 Spellstutter Sprite
4 Spire Golem
4 Counterspell
2 Daze
2 Echoing Truth
2 Gitaxian Probe
3 Ponder
3 Snap
In this match up the Sliver deck takes on the Trample Infect deck. In pauper Trample Infect has the fastest possible win ability going all in on turn two. Even when this game dragged on to rounds 5-10 the Infect deck was still in the running do to its scary trample and free pump. The overall scoring for this match up was 5/4 in favor of the Sliver deck. The close win ratio is pretty normal due to the fact that Infect in most cases 5/10 times can get in for kill damage on turn 2 and maybe 7/10 times on turn 3 fairly easily.
3 Virulent Sliver
4 Sidewinder Sliver
4 Plated Sliver
4 Sinew Sliver
4 Muscle Sliver
2 Spinneret Sliver
2 Talon Sliver
3 Journey to Nowhere
4 Groundswell
2 Unmake
2 Prismatic Strands
4 Rancor
9 Forest
9 Plains
4 Secluded Steppe
4 Glistener Elf
4 Ichorclaw Myr
2 Rot Wolf
4 Gitaxian Probe
2 Groundswell
4 Hornet Sting
4 Invigorate
2 Mutagenic Growth
4 Predator's Strike
4 Rancor
2 Tranquil Thicket
This is the match up I was mostly excited for, Slivers vs White Weenie. I expected my White Weenie to win, but by a margin of 5/1 I was surprised. The White Weenie really plays aggro in the beginning and plays even better in late game. Guardian of the Guildpact is ONLY removable by Unmake, and everything else that the Sliver deck can do has to target Standard Bearer. You cannot play your pump, nor Rancor because it just gets slapped onto Standard Bearer. White Weenie's protection makes sure nothing gets removed, the amount of flying crushes the sky, and it has it's own removal for problematic creatures.
3 Virulent Sliver
4 Sidewinder Sliver
4 Plated Sliver
4 Sinew Sliver
4 Muscle Sliver
2 Spinneret Sliver
2 Talon Sliver
3 Journey to Nowhere
4 Groundswell
2 Unmake
2 Prismatic Strands
4 Rancor
9 Forest
9 Plains
4 Secluded Steppe
3 Guardian of the Guildpact
4 Icatian Javelineers
4 Kor Skyfisher
2 Leonin Skyhunter
2 Loyal Cathar
4 Razor Golem
4 Squadron Hawk
2 Standard Bearer
3 Suture Priest
3 Journey to Nowhere
2 Prismatic Strands
2 Unmake
17 Plains
3 Secluded Steppe
EDIT:
Slivers vs RATS
We have recently gotten back from the card shop with this little gem, RATS. This deck offered up some fight against the Sliver deck as it created a huge, huge tempo loss which is what the Sliver deck drastically needs to maintain. I was actually shocked at this outcome seeing as RATS is generally a tier 3 deck, but between the removal, the negative counters and the ever so nasty Spinning Darkness, is turned out quite differently. The RATS deck took this match up going 5/3. In playing this I have discovered that with the RATS deck, if it gets it's control early, it is for the most part game over, if however it gets the control cards later in the game; it's come back ability is extremely limited against this deck.
3 Virulent Sliver
4 Sidewinder Sliver
4 Plated Sliver
4 Sinew Sliver
4 Muscle Sliver
2 Spinneret Sliver
2 Talon Sliver
3 Journey to Nowhere
4 Groundswell
2 Unmake
2 Prismatic Strands
4 Rancor
9 Forest
9 Plains
4 Secluded Steppe
4 Chittering Rats
3 Crypt Rats
4 Fume Spitter
4 Phyrexian Rager
4 Barren Moor
4 Polluted Mire
1 Sylvok Lifestaff
3 Dead Weight
4 Geth's Verdict
1 Grim Harvest
1 Snuff Out
3 Spinning Darkness
4 Sign in Blood
4 Unearth
EDIT 2:
Slivers vs Affinity
This match up went as expected, Affinity took the set 5/3 due to the combo, Atog + Fling. This deals instant death damage to the Sliver deck and with no way to counter it, the match was over. The Sliver deck did pull 3 wins on the Affinity because of slow starts and quickly removing Atog the turn or turn after he comes into play. Both of these decks are fun to play against since both can fill the field up with creatures in a matter of a few short turns.
3 Virulent Sliver
4 Sidewinder Sliver
4 Plated Sliver
4 Sinew Sliver
4 Muscle Sliver
2 Spinneret Sliver
2 Talon Sliver
3 Journey to Nowhere
4 Groundswell
2 Unmake
2 Prismatic Strands
4 Rancor
9 Plains
4 Secluded Steppe
4 Auriok Sunchaser
4 Frogmite
4 Myr Enforcer
1 Quicksilver Behemoth
3 Somber Hoverguard
2 Fling
4 Galvanic Blast
4 Prophetic Prism
2 Springleaf Drum
2 Terrarion
4 Thoughtcast
4 Darksteel Citadel
4 Great Furnace
4 Seat of the Synod
2 Vault of Whispers
W White Weenie
Legacy:
RGWBUDredgeUBWGR
:symrg:Belcher:symrg:
WD&TW
Affinity
WGriffinsW (pauper)
U/thopter comboU/ (peasant)
:symbg:Moosebite:symbg: (peasant)
RGobo tokensR (peasant)
R slide R (peasant)
:symur:pingers:symur: