Mind Stone. The lack of good colorless acceleration hurts control a lot by denying control the ability to keep up with the more dominant aggro strategies via faster access to more powerful spells. Worldwake needs to provide something along the lines of Mind Stone, Prismatic Lens, Coldsteel Heart, etc.
2nd choice: Urborg, Tomb of Yawgmoth. I would love access to Tendrils of Corruption without having to play mono black. It also has a neat interaction with Fetchlands if you don't want to crack them immediately.
So the forum consensus, regarding packs of this nature, take the power card in the same color as other powerful cards then cut that color?
This is correct in the majority of circumstances. You're passing to those players, so you dictate what cards they will get. You can cut the color and keep them out of it. In this pack, the person to your left might grab tsunami anyway, meaning the next "white" player will be 2 seats down or maybe even 3 if someone wants to snag the geopede. At that point, the person across the table from you is the person you want to be in white anyway.
Of course, you also need to read signals to see if white is open. But if it is, I would cut it.
Lacerator is way too overrated. Play it in the most aggressive of decks. Pass otherwise. A 2/2 for 2 is about as good as a 2/2 for 1 in limited decks because you rarely can build the kind of curve that a constructed deck can build. This 2/2 just happens to drain life from you each turn.
Emeria Angel and hope people can read signals. Other good white cards is not a reason to pass a bomb.
Edit: Grim discovery is the pick here, because you don't have to worry about your neighbor taking a black card. If you grab Tsunami, someone might take Lethargy Trap and cut you off pack 2!
Spreading seas is fine if you're short on playables, as it basically cycles in the worst case. I'd side it in against 3+ color decks, and will pick it roughly pick 9-13th for my SB if I'm in blue.
It was tough to draft a successful sliver deck in TSP. There were a few good ones, but it was tough to pull off, and you really needed Telekinetic Sliver to make it happen. The most fun decks were the ones that ran Dormant Sliver along with stuff like Firewake Sliver or Frenetic Sliver to allow you to get rid of the Dormant Slivers to attack when you were ready. Or you could blast them with Screeching Sliver or Psionic Sliver.
I never had much luck drafting Slivers. I tended to avoid it, and I rarely encountered an opposing sliver deck that I lost to. One problem with Slivers is that they affected all slivers. I frequently would side in useless slivers like Ghostflame Sliver or Basal Sliver against an opposing sliver deck and they would get all kinds of benefits from my opponents creatures. Or if I was in green blue I would pick up Dormant Slivers at like 11th pick on if I could possibly do so and side them in against sliver decks. Hooray, you just made your opponents creatures all unable to attack!
I think Allies tends to be a winning strategy more often, because many allies are strong and playable on their own, they don't affect opposing creatures, and you don't need to build your deck around it to make it effective.
Of course I would play it on turn 1. Then naturally I'd follow it up with a Kor Skyfisher on turn 2 to scoop it back up. Then I'd look my opponent straight in the face and tell them they're going to be facing down a 1/1 in 3 turns. You might force a scoop right then and there on pure intimidation factor.
As will I, probably struggling to pilot a control deck against the unfriendly field.
2nd choice: Urborg, Tomb of Yawgmoth. I would love access to Tendrils of Corruption without having to play mono black. It also has a neat interaction with Fetchlands if you don't want to crack them immediately.
Beyond that: Damnation, Rune Snag, Compulsive Research.
This is correct in the majority of circumstances. You're passing to those players, so you dictate what cards they will get. You can cut the color and keep them out of it. In this pack, the person to your left might grab tsunami anyway, meaning the next "white" player will be 2 seats down or maybe even 3 if someone wants to snag the geopede. At that point, the person across the table from you is the person you want to be in white anyway.
Of course, you also need to read signals to see if white is open. But if it is, I would cut it.
Edit: Grim discovery is the pick here, because you don't have to worry about your neighbor taking a black card. If you grab Tsunami, someone might take Lethargy Trap and cut you off pack 2!
Have you actually ever played with Nissa? She's really good. I would take her over any common removal and most uncommons.
1 Goblin Bushwacker
3 Plated Geopede
3 Welkin Tern
1 Aether Figment
1 Hellfire Mongrel
1 Molten Ravager
1 Reckless Scholar
1 Windrider Eel
1 Sea Gate Loremaster
1 Burst Lightning
1 Adventuring Gear
1 Explorer's Scope
2 Zektar Shrine Expedition
1 Punishing Fire
1 Goblin War Paint
1 Spreading Seas
1 Magma Rift
1 Soaring Seacliff
7 Island
10 Mountain
I never had much luck drafting Slivers. I tended to avoid it, and I rarely encountered an opposing sliver deck that I lost to. One problem with Slivers is that they affected all slivers. I frequently would side in useless slivers like Ghostflame Sliver or Basal Sliver against an opposing sliver deck and they would get all kinds of benefits from my opponents creatures. Or if I was in green blue I would pick up Dormant Slivers at like 11th pick on if I could possibly do so and side them in against sliver decks. Hooray, you just made your opponents creatures all unable to attack!
I think Allies tends to be a winning strategy more often, because many allies are strong and playable on their own, they don't affect opposing creatures, and you don't need to build your deck around it to make it effective.