I got my deck together and managed to get a couple games in with it. Both games I was not drawing enough mana, which is why I added in cultivate, kodama's reach, and farseek afterwards. In the first game, by the time I was able to stabilize, my friend managed to assemble his Sharuum combo to kill us all. Second game had a much rougher start, but I managed to get Magma Sliver and Shifting Sliver out with Alchemist's Refuge and one-shot the last player left with Overlord. Here's the current list I have after some post-game edits:
With the new Slivers coming out, I decided to finally join the Hive by buying my cousin's Sliver Overlord deck that they built ~5-6 years ago, but didn't play or update since M15. I've loved the concept of Slivers since I started playing back in 2010, so I'm excited to finally be playing them.
However, I'm not really sure on what direction to take the deck yet in regards to what Slivers get to make the cut. Unfortunately, I don't have access to the Queen or Sliver Legion. I wasn't really planning on a combo focus, so not having Queen isn't the worst, but not having Legion makes me worried about how I'll be able to close out games. Do you think that since I don't have Legion I should have a higher density of static P/T raising Slivers? Or maybe I should focus more on the toolbox aspect of the deck rather than the size of my Slivers?
Also, not sure if these have been suggested yet, but I didn't see them in the useful cards section: Creeping Renaissance and Faith's Reward for recovering from board wipes.
I run Unyaro Bees and Killer Bees in my Molimo, Maro-Sorcerer deck, since the goal is getting tons of lands and mana. I can't wait till the day where I get to finish someone off with Unyaro Bees' sac ability.
After testing out Eternal Witness in this deck, it definitely works well. If you have Jeskai Ascendancy out and any mana dork that taps for white, cloudshift lets you loot as many times as you want and your board becomes infinitely big by flickering the eternal witness and having it bring back the cloudshift.
I'm not sure how useful this would be, but Quickchange is a cantrip that can make your creatures every color, so Tazri will be guaranteed to give +5/+5 that turn. Dark Dabbling is another cantrip that could save your board from a wrath even if Zada isn't out, though it does cost 3.
I love the concept of this deck! Aura Shards seems like it would go good in this, since it's a cheaper way than tuk-tuk scrapper to remove problem artifacts and also hits enchantments (such as spirit of the labyrinth).
Eldrazi Monument plus Arcbond plus any damage to any of your creatures just deals infinite damage to everything (including you), which is pretty great.
Have you thought about trying out Thalakos Deceiver? Repeatable and permanent creature stealing for only 4 mana seems like it would be powerful in the right playgroups. Though if your group is very creature light then it might not be the best idea.
You're playing elves. Out race him. He should be dead long before he can drop the leviathan into play.
If you can't pull that off, brittle effigy, desert twister, beast within, tornado.
Its still going to be easier to just go faster though
I should have mentioned this earlier, but my playgroup tends to be around 4-5 players per game, and I tend to try not to focus all my damage on a single person (unless they need to be focused on).
I have been tempted multiple times by Akroma's Memorial and Eldrazi Monument, but each time I backed out at the last second because I hate spending more than 5 dollars on a single card. I may have to just bite the bullet and get one (or both).
I had a feeling there wouldn't be many options. Thanks for the suggestions, I'll probably give a couple of those a try (and try to find a beast within) and see how it goes.
Recently I had a run in with a Stormtide Leviathan while running an Ezuri, Renegade Leader deck. As soon as it hit the field, I realized that I had literally no way to get around it in my deck, and was stuck doing nothing until an Ixidron flipped everything. Are there any good ways an Ezuri deck can get around a Stormtide (or two, it was a Riku deck) besides hoping for a Beast Within (which I unfortunately don't have) or resorting to Desert Twister?
With the new commander precons coming out so soon, I was having a hard time thinking of a deck to choose. However, after seeing abound's Sygg, River Guide deck here, it clicked in me that Derevi might actually make a decent general for a merfolk deck. His ability would allow you to take advantage of merfolk evasiveness, and the tapping and untapping effects on some of them, while also giving access to green for some nice untappers like Prophet of Kruphix and Murkfiend Liege.
The decklist I came up with is still a work in progress, and at the moment, it has 112 cards. Any suggestions or criticisms of things to add or remove would be greatly appreciated. Also, I would prefer to have no infinite combos in the deck, and also would like to avoid cards that cost more than $5-8ish unless they are in the commander precon.
Lullmage Mentor seems like it would be a good fit in this deck as it makes more merfolk for you and it works really well with the merfolk that do stuff when they become tapped.
1x Sliver Overlord
Creatures:
1x Amoeboid Changeling
1x Bonescythe Sliver
1x Brood Sliver
1x Clot Sliver
1x Cloudshredder Sliver
1x Crypt Sliver
1x Crystalline Sliver
1x Darkheart Sliver
1x Dormant Sliver
1x Dregscape Sliver
1x Essence Sliver
1x Eternal Witness
1x Frenetic Sliver
1x Galerider Sliver
1x Gemhide Sliver
1x Harmonic Sliver
1x Heart Sliver
1x Hibernation Sliver
1x Homing Sliver
1x Magma Sliver
1x Manaweft Sliver
1x Megantic Sliver
1x Might Sliver
1x Mindlash Sliver
1x Muscle Sliver
1x Necrotic Sliver
1x Predatory Sliver
1x Quick Sliver
1x Sakura-Tribe Elder
1x Sedge Sliver
1x Sentinel Sliver
1x Shifting Sliver
1x Sinew Sliver
1x Sliver Hivelord
1x Solemn Simulacrum
1x Spiteful Sliver
1x Striking Sliver
1x Sun Titan
1x Syphon Sliver
1x Telekinetic Sliver
1x Venom Sliver
1x Virulent Sliver
1x Winged Sliver
1x Bident of Thassa
1x Chromatic Lantern
1x Coat of Arms
1x Darksteel Ingot
1x Sol Ring
1x Sword of Feast and Famine
Enchantments:
1x Asceticism
1x Coastal Piracy
1x Unnatural Selection
Instants:
1x Chord of Calling
1x Cyclonic Rift
1x Heroic Intervention
1x Mortify
1x Putrefy
Sorceries:
1x Creeping Renaissance
1x Cultivate
1x Farseek
1x Kodama's Reach
1x Living Death
1x Tempt with Discovery
1x Triumph of the Hordes
Lands:
1x Alchemist's Refuge
1x Ancient Ziggurat
1x Breeding Pool
1x Canopy Vista
1x Clifftop Retreat
1x Command Tower
1x Evolving Wilds
1x Exotic Orchard
3x Forest
1x Glacial Fortress
1x Hallowed Fountain
2x Island
1x Isolated Chapel
2x Mountain
1x Mutavault
1x Overgrown Tomb
1x Path of Ancestry
2x Plains
1x Rootbound Crag
1x Sacred Foundry
1x Sliver Hive
1x Smoldering Marsh
1x Stomping Ground
1x Sulfur Falls
1x Sunpetal Grove
2x Swamp
1x Terramorphic Expanse
1x Unclaimed Territory
1x Urborg, Tomb of Yawgmoth
However, I'm not really sure on what direction to take the deck yet in regards to what Slivers get to make the cut. Unfortunately, I don't have access to the Queen or Sliver Legion. I wasn't really planning on a combo focus, so not having Queen isn't the worst, but not having Legion makes me worried about how I'll be able to close out games. Do you think that since I don't have Legion I should have a higher density of static P/T raising Slivers? Or maybe I should focus more on the toolbox aspect of the deck rather than the size of my Slivers?
Also, not sure if these have been suggested yet, but I didn't see them in the useful cards section: Creeping Renaissance and Faith's Reward for recovering from board wipes.
I should have mentioned this earlier, but my playgroup tends to be around 4-5 players per game, and I tend to try not to focus all my damage on a single person (unless they need to be focused on).
The decklist I came up with is still a work in progress, and at the moment, it has 112 cards. Any suggestions or criticisms of things to add or remove would be greatly appreciated. Also, I would prefer to have no infinite combos in the deck, and also would like to avoid cards that cost more than $5-8ish unless they are in the commander precon.
1 Derevi, Empyrial Tactician
Other Creatures (43):
1 Arcanis the Omnipotent
1 Azami, Lady of Scrolls
1 Champion of Lambholt
1 Clone
1 Cold-Eyed Selkie
1 Coralhelm Commander
1 Deepchannel Mentor
1 Drowner of Secrets
1 Edric, Spymaster of Trest
1 Empress Galina
1 Fallowsage
1 Grimoire Thief
1 Harpoon Sniper
1 Judge of Currents
1 Lord of Atlantis
1 Lullmage Mentor
1 Master of the Pearl Trident
1 Mentor of the Meek
1 Merfolk Sovereign
1 Merrow Harbinger
1 Merrow Reejerey
1 Mirror Entity
1 Mothdust Changeling
1 Murkfiend Liege
1 Prime Speaker Zegana
1 Prophet of Kruphix
1 Rootwater Thief
1 Sage of Fables
1 Seahunter
1 Sigil Tracer
1 Stonybrook Banneret
1 Stonybrook Schoolmaster
1 Stormtide Leviathan
1 Streambed Aquitects
1 Surgespanner
1 Sygg, River Guide
1 Thada Adel, Acquisitor
1 Tideshaper Mystic
1 Vedalken Æthermage
1 Veteran of the Depths
1 Voidmage Prodigy
1 Wake Thrasher
1 Wanderwine Prophets
1 Bident of Thassa
1 Chromatic Lantern
1 Coalition Relic
1 Illusionist's Bracers
1 Lux Cannon
1 Sol Ring
1 Swiftfoot Boots
1 Thousand-Year Elixir
Enchantments (7):
1 Aura Shards
1 Coastal Piracy
1 Glare of Subdual
1 Merrow Commerce
1 Nature's Will
1 Rhystic Study
1 True Conviction
Instants (13):
1 Bant Charm
1 Beast Within
1 Condemn
1 Cyclonic Rift
1 Dissipate
1 Dissolve
1 Energy Arc
1 Krosan Grip
1 Oblation
1 Rewind
1 To Arms!
1 Turnabout
1 Vitalize
Sorceries (4):
1 Cultivate
1 Kodama's Reach
1 Summon the School
1 Wargate
1 Alchemist's Refuge
1 Azorius Chancery
1 Azorius Guildgate
1 Command Tower
6 Forest
1 Gavony Township
1 Hinterland Harbor
10 Island
5 Plains
1 Reliquary Tower
1 Rogue's Passage
1 Selesnya Guildgate
1 Selesnya Sanctuary
1 Simic Growth Chamber
1 Simic Guildgate
1 Temple of Mystery
1 Temple of the False God
1 Wanderwine Hub