Update for July-17th 2014:
All numbers & decklists are from Oct-1st-2013 -to- Jul-17th-2014:
For references, the information comes from these sources, & again, smaller scale tournaments are not included (minimum 100+ participants) Also for consistency, have to of placed 2 or more times in the top 16+ in the given time period:
http://www.tcdecks.net/formato.php?format=Legacy
http://www.starcitygames.com/pages/scgop/archive
Prices range from: http://magic.tcgplayer.com/legacy_deck_hq.asp
Oct-1st-2013 to Jul-17th 2014
Deck / # of top 16 finishes / Highest finish
BUG Delver/Team America 71, 1st, 12 times -$ update only-
Esperblade/Deathblade 64, 1st, 2 times -$ update only-
RUG 62, 1st, 5 times -$ update only-
Miracles 59, 1st, 3 times -$ update only-
Patriot/RWU 58, 1st, 8 times -$ update only-
Sneak & Show 49, 1st, 3 times -$ update only-
Elves 46, 1st, 4 times -$ update only-
Ad Nauseam 39, 1st, 2 times -$ update only-
Death and Taxes 36, 1st, 4 times -$ update only-
Reanimator 34, 1st 2 times -$ update only-
Jund 31, 2nd -$ update only-
Shardless BUG 29, 1st, 2 times Newly updated decklist
UR Delver Burn 23, 1st, 1 time Newly updated decklist
Imperial Painter 20, 1st 2 times -$ update only-
BUG Control 19, 1st 1 time -$ update only-
Maverick 16, 3rd Newly updated decklist
Dredge 14, 2nd Newly updated decklist
Omni tell 12, 1st, 1 time -$ update only-
Merfolk 12, 2nd -$ update only-
Belcher 12, 4th -$ update only-
Burn 11, 1st 1 time Newly updated decklist
Nic fit/Pod 11, 4th -$ update only-
Lands 10, 1st 1 time -$ update only-
MUD 10, 3rd -$ update only-
Goblins 9, 4th -$ update only-
12 post 8, 3rd -$ update only-
Dark Depths 7, 6th -$ update only-
Infect 7, 1st 1 time Newly updated decklist
Bant 5, 1st, 2 times -$ update only-
Pox 5, 1st, 1 time -$ update only-
UW Stoneblade 5, 1st, 1 time -$ update only-
High Tide 5, 3rd -$ update only-
Affinity 5, 3rd -$ update only-
Deadguy ale 5, 5th -$ update only-
4 color delver 4, 1st, 1 time -$ update only-
Junk 4, 5th -$ update only-
UB Tezzeret 4, 8th Newly updated decklist
RWU Landstill 4, 9th -$ update only-
Grixis Delver 4, 11th -$ update only-
Aggro Loam 3, 1st 1 time Newly updated decklist
Oops all spells 3, 2nd -$ update only-
Stiflenought 3, 3rd -$ update only-
Food chain 2, 4th -$ update only-
Thopter Control 2, 5th -$ update only-
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Other archetypes to note that top 16'd 1 time between Oct-1st-2013 to Jul-17th-2014:
-----------
UB landstill 1
4 color cascade 1
Doomsday 1
UB aggro 1
Death's shadow 1
Slivers 1
Aluren 1
Zoo 1
UW aggro 1
Prison Stax 1
NO BUG 1
----------------
----------------
BUG Delver/Team America - 1st place - Javier Dominguez - Grand Prix Paris - Feb-15th-2014 (1,587 players)
http://www.tcdecks.net/deck.php?id=12902&iddeck=94659
Esperblade/Deathblade - 1st place - Derrick Sheets - SCG Invitational Charlotte - Mar-30th-2014 (361 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=65485
RUG - 2nd place - Jessy Hefner - SCG Invitational Charlotte - Mar-30th-2014 (361 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=65490
Miracles - 5th place - Joe Lossett - SCG Invitational Charlotte - Mar-30th-2014 (361 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=65492
Patriot/RWU- 1st place - Owen Turtenwald - Grand Prix Washington D.C. - Nov-17th-2013 (1,698 players)
http://www.tcdecks.net/deck.php?id=12214&iddeck=89514
Sneak & Show - 1st place - Brad Nelson - SCG Invitational Indianapolis - Oct-27th-2013 (331 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=60169
Elves - 1st place - Julian Knab - Bazzar of Moxen, Paris - Nov-3rd-2013 (695 players)
http://www.tcdecks.net/deck.php?id=12122&iddeck=88830
Ad Nauseam - 3rd place - Grzegorz Jezierski - Bazzar of Moxen, Paris - Nov-3rd-2013 (695 players)
http://www.tcdecks.net/deck.php?id=12122&iddeck=88835
Death and Taxes - 8-0 Legacy portion - Shawn Noah - SCG Invitational Las Vegas - Dec-15th-2013 (299 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=61368
Reanimator - 3rd place - Loic Le Briand - Grand Prix Paris - Feb-15th-2014 (1,587 players)
http://www.tcdecks.net/deck.php?id=12902&iddeck=94658
Jund - 5th place - Thea Steele - SCG Invitational Las Vegas - Dec-15th-2013 (299 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=61430
Shardless BUG - 1st place - James Nguyen - SCG Legacy Open Portland - Jun-6th-2014 (296 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=69450
UR Delver - 1st place - Andrew Schneider - SCG Legacy Open Knoxville - May-11th-2014 (218 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=67031
Imperial Painter - 5th place - Jean-Mary Accary - Grand Prix Paris - Feb-15th-2014 (1,587 players)
http://www.tcdecks.net/deck.php?id=12902&iddeck=94660
BUG Control - 1st place - Phimus Pan - SCG Legacy Open Los Angeles - Mar-23rd-2014 (374 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=65251
Maverick - 3rd place - Thomas Herzog - SCG Legacy Open Indianapolis - Jun-1st-2014 (347 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=68375
Dredge - 2nd place - Fran Sierra - Super Legacy Arcanis 20k - Apr-19th-2014 (203 players)
http://www.tcdecks.net/deck.php?id=13552&iddeck=99563
Omni tell - 1st place - Max Brown - SCG Invitational Las Vegas - Dec-15th-2013 (299 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=61436
Merfolk - 2nd place - Gregory Hatch - SCG Invitational Las Vegas - Dec-15th-2013 (299 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=61428
Belcher - 5th place - Yurien Seyssel - SCG Legacy Open Los Angeles - Mar-23rd-2014 (374 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=65257
Burn - 1st place - Bryan Cambidge - SCG Legacy Open Las Vegas - Jun-22nd-2014 (232 players)
http://www.tcdecks.net/deck.php?id=14008&iddeck=103061
Nic fit - 10th place - Sveinung Noding - Grand Prix Paris - Feb-15th-2014 (1,587 players)
http://www.tcdecks.net/deck.php?id=12902&iddeck=94664
Lands - 1st place - Kurt Speiss - SCG Legacy Open Baltimore - Jan-26th-2014 (402 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=62811
MUD - 3rd place - Gregg Spano - SCG Invitational Charlotte - Mar-28th -2014 (361 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=65491
Goblins - 4th place - Joey Andrews - SCG Legacy Open Cleveland- Oct-6th-2013 (234 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=59739
12 post - 7-1 Legacy portion - Dan Neeley - SCG Invitational Indianapolis - Oct-27th-2013 (331 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=60146
Dark Depths - 7-1 Legacy portion - Jason Rose - SCG Invitational Charlotte - Mar-29th-2014 (361 players)
http://www.tcdecks.net/deck.php?id=13347&iddeck=98039
Infect - 1st place - Tom Ross - SCG Invitational Columbus - Jun-13th-2014 (454 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=68902
Bant - 1st place - Reid Duke - Indianapolis Open - Oct-27th-2013 (388 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=60210
Pox - 8th place - Chris Arnold - SCG Invitational Charlotte - Mar-29th-2014 (361 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=65499
...continued in next post...
UW Stoneblade - 1st place - Timothy Thomason - SCG Legacy Open Dallas - Nov-10th-2013 (251 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=60551
High Tide - 3rd place - Colin Chilbert - SCG Legacy Open Dallas - Apr-13th-2014 (308 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=66164
Affinity - 7-1 Legacy portion - Andy Ferguson - Indianapolis Invitational - Oct-27th-2013 (331 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=60152
Deadguy Ale - 5th place - Cody Lingelbach - SCG Legacy Open Seattle - Mar-16th-2014 (321 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=64862
4 color delver - 1st place - Eric Rill - SCG Legacy Open Milwaukee - Apr-6th-2014 (376 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=65894
Junk - 7-1 Legacy portion - Andrew Herbelin - SCG Invitational Las Vegas - Dec-15th-2013 (299 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=61380
UB Tezzeret - 8th place - Luigi Lescarini - Nebraska's war, Vaireggio, Legacy - Dec-7th-2013 (283 players)
http://www.tcdecks.net/deck.php?id=12431&iddeck=91111
RWU Landstill - 9th place - Jordan Aisaka - SCG Legacy Open Seattle - Oct-20th-2013 (253 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=60002
Grixis Delver - 11th place - Krenik Alex - SCG Legacy Open Milwaukee- Oct-13th-2013 (250 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=59870
Aggro Loam - 1st place - Niklas Kronberger - Bazaar of Moxen 9 - May-2nd-2014 (535 players)
http://www.tcdecks.net/deck.php?id=13611&iddeck=99969
Oops all spells - 2nd place - Jeremy Barbeau - SCG Legacy Open Milwaukee - Oct-13th-2013 (250 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=59861
Stiflenought - 3rd place - Matteo Blasi - Brescia, Gods of Olympus - Oct-13th-2013 (116 players)
http://www.tcdecks.net/deck.php?id=11979&iddeck=87742
Food Chain- 4th place - Jonathan Job - SCG Legacy Open Los Angeles - Mar-23rd-2014 (374 players)
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=65228
Thopter Control - 5th place - Robert Sartini - Evil 1-, Padova, Tarmogeddon 9 - Mar-30th-2014 (205 players)
http://www.tcdecks.net/deck.php?id=13417&iddeck=98544
The previous update can be found here: -EDIT ME-
1
Sliver Banner by perv90210
Welcome to the sliver primer, now we are one !!!
The slivers is a particular tribe with the ability to share your powers with all your brothers, this is the great advantage of that tribe: more slivers in play, more stronger the army. The firsts slivers decks shows the true nature of the slivers, they are the predators, the others are the prey. In that topic we will discuss all the faces of that tribe. Enjoy !!
Here you will find all of our family:
Sliver List on Magic Info
One-Side Bonus:
Constricting Sliver: Slow and Bad sliver.
Bonescythe Sliver: A better version from of fury, a nice finisher for mono W sliver deck.
Sentinel Sliver: A cool two drop sliver, vigilance creatures need to be build around to work nice, the sad part was, the best slivers are at two cmc, hard to find spot for vigilance.
Steelform Sliver: bad sliver, go away from him.
All-In Bonus:
Essence Sliver: Since he doesn't use Lifelink keyword he can got a spot. For mono white or WX Slivers deck he can shine, may be in a (W/B).
Pulmonic Sliver: Despite its high cmc, he's basically evasion plus removal insurance, still a option for mono white.
Sidewinder Sliver: While nice in mono white decks, it's useless as soon as you add another color.
Sinew Sliver: A must-in if you play white. It's that good.
Talon Sliver: A combat supporting Sliver for mono white decks.
Ward Sliver: Despite its high cmc a great card. Protection from the color of your choice for your whole team is bomby. Note that there are Sliver abilities that target themselves and might be shut off with this.
Plated Sliver: Is okay and can see play in most Sliver decks.
Armor Sliver: Too much mana for defensive options, not a good choice.
Lymph Sliver: Same as Armor Sliver.
Poultice Sliver: Not a good choice, still an option for mono white decks.
Quilled Sliver: Same as Poultice Sliver.
Watched Sliver: Same as Armor Sliver.
One-Side Bonus:
Venom Sliver: A good fast and offensive sliver for green, hard to find a slot for him.
Groundshaker Sliver: so much mana, trample in green its easy to get with other options or low mana.
Manaweft Sliver: bye bye gemhide, our new friend fix helping only our hive !!
Megantic Sliver: we don't need him, so much mana, slivers need to be fast and we have better options at low mana.
Predatory Sliver: The new muscle sliver, very nice, pumps only our side. Must-in for G.
All-In Bonus:
Muscle Sliver: A must-in if you play green. Like Sinew Sliver for white, it's that good.
Gemhide Sliver: Helps to fix unstable land bases in multicolored variants and able to produce explosive plays, a must in for casual decks.
Brood Sliver: A cool choice, fun with evasion and ramp.
Horned Sliver: Only good for mono green, works nice with Brood Sliver.
Might Sliver: The new star for green, putting Brood Sliver out of competition. [too expensive & overkill]
Fungus Sliver: Poor Sliver... I think he has more fun in Fungus.dec with Hivestone.
Root Sliver: It's expensive, and unless counters are a problem in your meta, at best a sideboard option.
Spinneret Sliver: May be sideboarded.
Virulent Sliver: Fun alternate wincon. Sick if you can have evasion.
Quick Sliver: Usually no main deck material, it may appeal to a personal play style and really shine.
Reflex Sliver: Too much expensive and a weak ability, not a good choice.
One-Side Bonus:
Diffusion Sliver: Cheap and fast defensive sliver, can help in some builds.
Galerider Sliver: Best blue for aggro, winged lost your place for the new one.
All-In Bonus:
Mesmeric Sliver: Too much mana for bad ability.
Mistform Sliver: Boring waste of cardboard.
Mnemonic Sliver: Blue has better draw in spell form.
Psionic Sliver: Might have a place in combo decks, but his high cmc makes him a bad choice for most other variants.
Screeching Sliver: Only sees play in combo based sliver decks (Intruder Alarm and Splinter Twin decks).
Shadow Sliver: You can't be blocked, but you can't either, very risky.
Shifting Sliver: Best evasion ability, yet cmc makes him inferior to Winged.
Synapse Sliver: Same as Mnemonic Sliver.
Synchronous Sliver: Same as Mesmeric Sliver.
Telekinetic Sliver: A build-around-me Sliver, too expensive for other variants.
Winged Sliver: A must-in if you play blue, the best way to give your team evasion. Like Sinew Sliver for white, it's that good.
One-Side Bonus:
Belligerent Sliver: New Two-Headed version, more slow than old one.
Battle Sliver: Bad sliver, soo much mana, even for a one side bonus.
Blur Sliver: Too much mana, even for one side haste.
Striking Sliver: A better version of Talon Sliver, if you are playing R, RX or a (R/W) deck that guy should be used.
Thorncaster Sliver: fiver mana for that, serious ??
All-In Bonus:
Barbed Sliver: Inefficient compared to other Slivers.
Battering Sliver: Way too expensive.
Blade Sliver: Inefficient compared to other Slivers, less than Barbed, still no good choice.
Bonesplitter Sliver: Inefficient compared to other Slivers.
Fury Sliver: Way too expensive.
Heart Sliver: For two mana there are a lot of better Slivers. Good for Combo/Reanimate builds.
Homing Sliver: Better Tutors exist, but if you want to build a pure casual Sliver deck, this is the Tutor to go for.
Hunter Sliver: A cool sliver for board control in red, not topnotch material, but fun in red and black based decks.
Magma Sliver: A bomb in red, it's a good finisher. A must-in for mono R. Note that Crystalline and maybe Ward Sliver make it useless.
Sedge Sliver: Only nice in (R/B) slivers deck.
Two-Headed Sliver: For two mana there are a lot of better Slivers.
One-Side Bonus:
Leeching Sliver: Cheap and fast aggro slivers for B aggro builds.
Syphon Sliver: Lifelink is nerfed, but still good. This can get a spot in mono black or BX Slivers. Can also be fun in (B/W) with Essense sliver since you can stack both bonus.
All-In Bonus:
Basal Sliver: Can replace Mana Echoes or Ashnod's Altar in Sliver Queen combo builds.
Clot Sliver: An option for regeneration.
Crypt Sliver: The other option or regeneration. Again note that Crystalline and maybe Ward Sliver make it useless.
Frenzy Sliver: Outside black based decks, it's a weak choice.
Mindlash Sliver: Black has better discard in spell form.
Mindwhip Sliver: Same as Mindlash Sliver.
Spectral Sliver: Fun in black based decks with lots of mana.
Spitting Sliver: Too expensive, Talon Sliver isn't too good, for three mana more it's not better.
Toxin Sliver: A monster, working best in mono black or red-black decks.
Vampiric Sliver: Fungus Sliver has the type Fungus, why no Vampire type for this one? Anyway. Generally a lame ability, fun with Toxin Sliver.
Plague Sliver: The black sheep of the tribe, it's Sliver hate. Never play him in a Sliver deck.
Adaptive Automaton: Generic lord for all tribes, very good in sliver decks running 3 or less colors.
Metallic Sliver: Filler, because he grant's no bonus nothing you should go for.
Venser's Sliver: Like Metallic but more expensive, you shouldn't play this.
Sliver Construct:Like Metallic but more expensive, you shouldn't play this.
Acidic Sliver: Nerfed by the new combat rules, it's still a fun choice for some token/combo sliver decks as a alternate finisher.
Cautery Sliver: Same as Acidic Sliver.
Crystalline Sliver: The core-creature of any competitive Sliver deck. It's probably the best Sliver, as it makes all spot removal useless. This out-weights its drawbacks of not being able to play f.e. Equipments or some other Slivers along it. If a card is in conflict with Crystalline Sliver it's not playable in a good (the Spike-y 'good') Sliver deck.
Darkheart Sliver: Nerfed by the new combat rules. It's an option against burn.
Dementia Sliver: Needs to be built around, to get some casual play.
Dormant Sliver: Slivers' card-advantage engine. Control Slivers run him. If you need to win by combat, make sure you can get rid of him.
Firewake Sliver: Too much mana for a fragile body.
Frenetic Sliver: I've never seen a fun deck with him, if anyone has one, share it with us.
Ghostflame Sliver: I've never seen a nice deck with him, maybe with the new All Is Dust =)
Harmonic Sliver: Nice "removal", but be careful, if you have a lot of artifacts/enchants yourself, the effect is mandatory.
Hibernation Sliver: Nerfed by the new combat rules, some decks run him to protect the most important Slivers.
Necrotic Sliver: An army of Vindicates is always fun. A good sliver, despite being also nerfed by the new combat rules.
Opaline Sliver: A bad substitution for Crystalline.
Spined Sliver: A filler for aggro decks.
Victual Sliver: Darkheart Sliver is better.
Sliver Legion: Coat of Arms on legs and talons, the 5 color slivers runs him for flavor and pump, also a 7/7 for five its fun.
Sliver Overlord: A "permanent" tutor for five mana, only has a spot in non-aggro decks. Needs to be built around, may be with Amoeboid Changeling.
Sliver Hivelord: The new lord has arrived, besides for me he is more defensive than offensive, still a very nice wincon.
Sliver Queen: Once a queen, today is just for flavor in decks. Still a very potent wincon. Producing 1/1s is strong enough, if they come with bonuses, it becomes absurd really fast. There are also combos with her, that mostly end with infinite tokens.
Sliver Hive: Our land, our nest, our Home !! Must in for slivers.
Ancient Ziggurat: If you go for three or more colors and focus on creature spells, this is a good and chreap option.
Gemstone Mine: If your deck doesn't mind the loss of a land in mid-game, then this is a option.
Thran Quarry: In creature-heavy decks, a nice, but risky option.
City of Brass: Cheap option for decks with more than two colors. Now there are a better version, Mana Confluence.
Reflecting Pool: All that played during Lorwyn know how absurd this card is with the right land base.
Flagstones of Trokair: Cheap land for decks with focus on white. Help to fetch plains type like dual lands.
Gaea's Cradle: An expensive option, that explains itself.
Volrath's Stronghold: Recursion on a land is nothing for a agro deck, but decks that aim for a longer game or multiplayer should think about this.
Yavimaya Hollow: A fun card for decks that don't have problem with running a land that produces only colorless.
Arena: cheap fun control land for casual decks with heavy creature, nice synergy with ward sliver.
Alchemist's Refuge: nice card for a ramp/control (U/G) deck.
Kessig Wolf Run: You want to be aggro, that is your land, ramp/aggro (R/G) love it, pump plus evasion for a mid game its all you need.
Slayers' Stronghold: Boros land ? yes !! for (R/W) decks, the pump and abilities are perfect !! a aggro/burn deck will love !!
Vault of the Archangel: ok, that land calls for a more slow deck, works cool for some control decks, the abilities are nice, but need a lot of mana.
Mutavault: Strong and costly option for decks that don't have problem with running a land that produces only colorless.
Cavern of Souls: Now we have another gold one !! cast our slivers and they cant be countered !! for sure !! give me more !!
Cheap Fix Lands: provides the mana fix at budget !!
Gate Lands the Pauper "dual" Lands !!
Cheap Fetch Lands (its nice because they can fetch shocks and duals)
Pauper Fetch Lands
Vivid Lands
Bounce Lands
Shard Tri Lands
Check Lands
Mid Fix Lands: provides fix like the others but with more $$ from your pocket.
Fast Lands
Pain Lands
Filter Lands
Non-Budget Fix Lands: Everyone knows the non-budget.
Shock Lands
Fetch Lands
Dual Lands
Beast Within: best "creature" removal in green, if you deck runs heavy on creatures the token will be easy to deal.
Triumph of the Hordes: alternate win con, good synergy with virulent sliver for surprise combat ending game.
Green Sun's Zenith: good tutor for fast GX decks.
Natural Order: perfect card to cheat the 5c sliver legends into play.
Worldly Tutor: for 1cc you can tutor a creature and put at the top of your library, nice card for some mid/control decks.
Survival of the Fittest: Cool card for some kind of control/combo decks, or mid range decks, works nice with Anger/Wonder team.
Naturalize: the green version of Disenchant.
Krosan Grip: Destroy artifact and enchantment, cant be counter and easy splash, what more you want ?
Concordant Crossroads: if your deck is fast and aggro, that card make your deck insane, haste for all creatures in play.
Steely Resolve: Shroud for all slivers, cheap Crystalline Sliver, just careful, don't run if your deck works with effects like Magma Sliver.
Sylvan Library: "Brainstorm" in Green, not cheap $$ but if you have, run that.
Mirri's Guile: "Sylvan Library" for G, yes, give to me.
Descendants' Path: very nice card for creature heavy decks !!
Harrow: Mana Fix, also you can run Farseek/Nature's Lore (target dual lands), Search for Tomorrow, Cultivate, Rampant Growth, Abundant Growth, Caravan Vigil.
Rancor: For a aggro/stompy deck, that is the card, make evasion and pump, and has CA.
Changeling Titan: Fun finisher if used in slivers decks that has pump, come into play effects or evasion.
Lightning Bolt: 3 damage for 1cc, aggro decks love that card, works like removal or hit the opponents life points, if you run a lot of burn, two Thunderous Wrath can run okay in the deck.
Ancient Grudge: destroy artifact at instant, not good like Disenchant or Naturalize, but can do CA by flashback G, if you don't run artifacts, Echoing Ruin can have a spot too.
Mana Echoes: Another option to combo with Queen.
Pandemonium: Fun card in an aggro variant, works good with combo decks.
Splinter Twin: Cool card to abuse with "enter in the battlefield" slivers, works perfect with Intruder Alarm for combo decks, has no synergy with Crystalline Sliver.
Dangerous Wager: best cheat draw on red to fuel your hand at mid game !!
Bonfire of the Damned: cool removal to run at least 2 in R or (R/G) sliver decks.
Swords to Plowshares: Removal at 1cc, StP is the best creature removal, don't be sad if its out of your $$, meat the little brother Path to Exile, also you can find some cheap versions like Smite or Condemn.
Shared Triumph: Ok, you can have Coat of Arms, but ST is easy to splash, only 2cc, and +1/+1 pump of 2cc is good for aggro, believe !!
Disenchant: Instant and 2cc, you could easy run versus Artifact/Enchant heavy decks.
Ray of Revelation: destroy enchant at instant, not good like Disenchant or Naturalize, but can do CA by flashback G.
Workship: nice card for heavy creature decks, if you like to play more combo or control its a nice card to add to your deck.
Oblivion Ring: Very useful removal, can target walkers too, the new strong version Council's Judgment.
Mirror Entity: Fun finisher if used with a pump + evasion sliver deck.
Blind Obedience: its hard to make a control (W/B) or W sliver deck, but that card helps a lot if you want that path.
Hive Stirrings: 3 cmc for sorc and 2 tokens, that card is bad.
Ancestral Vision: free nice draw, ok 4 turns is slow, but works fine in mid and control decks.
Brainstorm: if you run blue, take hands at that card, instant draw is always good, be happy do that, Ponder can be used in place, but isn't at same speed.
Counterspell: Its classic, 2cc and counter, need to say more ? Also you can run Spell Pierce, Mana Leak, Daze or Cancel, for true power search for Force of Will.
Counterbalance: good for control, sinergy with SDtop, brainstorm and fetchs lands.
Boomerang: Classic bounce, target any permanent, but you can run Echoing Truth if you looking for easy splash. You can run Devastation Tide for mass bounce, since miracle is cheap and normal cost its okay for mid game.
Hatching Plans: Cool card if you run Harmonic Sliver in your deck.
Stifle(/Trickbind): A legacy favorite, in sideboards if nothing else. Stifle some fetches, watch your opponent cry. Stifle abilities, make your opponent cry.
StandStill: For combo/control decks, works greater with Vials.
Intruder Alarm: Good card with token generation, key for some casual sliver combos decks.
Amoeboid Changeling: Fun/Combo with Sliver Overlord, Unnatural Selection can be used, its cool because you can target more than one creature, but you cant tutor with homing sliver.
Training Grounds: Can be used in place of Heartstone for combos builds.
Phantasmal Image: Very good card with Crystalline Sliver in a Bant Sliver deck.
Cyclonic Rift: that card was nice, early control, very nice for multiplayer games or commander tables.
Hands of Binding: the ability cipher lacks strong spells, but could be fun, since to encode you don't need to target, you can use with Crystalline Sliver, and some of the low cmc spells has nice powers.
Hidden Strings: See Hands of Binding.
Duress: It's a good and cheap control card, it can't hit creatures like Thoughtseize, 1cc make the splash more easy, Thoughtseize is better, but isn't cheap.
Doom Blade: a nice removal for fast decks, easy splash, don't target black, but you can run Smother or Terror if you like. The new best black removal now are: Go for the Throat and Dismember.
Patriarch's Bidding: Very powerful card for tribal decks that run black.
Diabolic Tutor: Tutor for any card in your deck, also you can run a non budget version Demonic Tutor.
Killing Wave: Very cool damage/mass removal in mid late games !!
Adaptive Automaton: Generic lord for all tribes, very good in sliver decks running 3 or less colors.
Sensei's Divining Top: cheap at cc but not cheap at $$, for 1 you can choose what you draw, very nice.
Umezawa's Jitte: heavy $$, versatile equipment, works as life gain, pump or creature removal, need to say more?
Pro Sword Cycle: the swords born in mirrodin are (with jitte) the top equips for our creatures, a deck based in some support equips should run 2 to 4 of theses, the equip slots must be shared with Jitte too.
Aether Vial: the key card for any creature deck, instant summon of your creatures ? EOT put your creature into play and you can use in your next turn, man that is the card. Competitive decks should go for Vial/mana fix in place of mana ramp.
Ashnod's Altar: A key for the infinite token with Sliver Queen.
Heartstone: Part of the infinite token combo with Altar, it's also fun with Slivers that grant bonuses needing maa to activate.
Cloudstone Curio: Crazy and fun card to work in casual for any tribal deck.
Hivestone: Fun in a mixed deck.
Chromatic Lantern: Five colors deck ? problems solved !!
Garruk Wildspeaker: Mono G ramp and pump, also can be used in GX decks since he helps at mana fix/ramp.
Jace Beleren: poor jace 1.0, since now he is budget you could run it in place of jace 2.0, works as draw engine and alternate wincon for UX decks.
Jace, the Mind Sculptor: the jace 2.0 is a finisher in any UX deck, control decks love him, if you have, run it.
Koth of the Hammer: mono R get a bomb for ramp, also that ultimate works as alternate wincon.
Liliana Vess: that walker give control/tutor and a alternate wincon by reanimate for a mono B ramp deck.
Liliana of the Veil: very nice walker, for control B decks, low cmc makes she a good alternate win.
Sarkhan Vol: Works nice in a (R/G) Aggro deck, the first ability give haste and pump, and the ultimate gives a help to win.
Elspeth, Knight-Errant/Elspeth Tirel: a fun walker to make a mono W or WX decks with hivestone.
Ajani Goldmane: sliver is a creature focused deck, +1/+1 and vigilance is great for a mono W sliver deck.
Ajani, Caller of the Pride: very nice pump and evasion for mono W or WX fast decks.
Ajani Vengeant: boros/zoo body deck have a good slot for that walker, good control ability's to use.
Sorin, Lord of Innistrad: ok, for me he is only a shared triumph for 4 that cant be destroyed, but if he survive, can be a problem for your op.
Guttural Response: Blue hate, only run if your meta have a lot of counter/blue decks.
Safewright Quest: Tutor for plains and forest, at 1cc could help some decks.
Terminate: i think that is the best 2cc gold removal.
Castigate: works like Thoughtseize but with 2cc.
Lightning Helix: nice for two color deck, a Boros Style deck should run that.
Eladamri's Call: Not a cheap tutor, but put the creature in your hand, just remember Homing Sliver works at colorless but with one more mana.
Hunting Grounds: Cool card with a threshold deck.
Batwing Brume: Fog effect for (B/W), dont see too much play, but its a option.
Glittering Wish: cool tutor to find the Queen, Overlord or Legion, works nice to tutor other support spells from SB.
Hull Breach: A nice (R/G) removal option, can hit up to two targets for 2 cc.
Manamorphose: Filler card, give some help at instant mana fix.
Necrogenesis: Fun card in (B/G) build with Hivestone.
Grisly Salvage: very nice card for filter in a (B/G) deck, with most creatures.
Abrupt Decay: best removal for a (B/G) fast deck.
Far (Far/Away): nice and cheap support card, good at early, nice at mid, and not a lost in the long run.
Simic Charm and others Guild Charms: for me, the best charm for slivers is the simic one, you can save your sliver or pump him if Crystalline isn't in the field, or bounce a enemy creature if you has Crystalline on the field.
Congregation at Dawn: 3 worldly tutor in one.
Mortify: creature and enchantment removal for 3cc, works nice in two color decks.
Putrefy: creature and artifact removal for 3cc, works nice in two color decks.
Aether Rift: cool card to build around with a heavy based creature deck, nice with FoY.
Fires of Yavimaya: have some place in (R/G) Aggro, has sinergy with the card above.
Vindicate: Runs in most competive in place of the flavour Necrotic Sliver.
Maelstrom Pulse: Vindicate's new brother.
Unmake: Alternative Removal.
Detention Sphere: New Oblivion Ring version ? yes !! to be a true replace for Oring, depends from your meta.
all the new golden charms are versatile, if your deck fits the colors you can find a spot for then:
but these two old ones still have they merits:
Mirrorweave: Serious, that card is the nuts Slivers, leads to some really silly plays.
THE DECKS
Most of the deck lists are $$ but, like said in fun cards section, in the other color primes you can find budget replaces for any cards, example, you can replace Jittes for Rancor or other buffs in an aggro deck.
Premium Series: Slivers - Deck List
Premium Series: Slivers - Card Choice
THE AGGRO
This section is made with the intention to inform about the Aggro Slivers. This includes all decks that include a lot of Slivers and their primary win condition involves the attack phase.
AGGRO SLIVER
1 Yavimaya Hollow
1 Oran-Rief, the Vastwood
3 Mutavault
10 Forest
Creatures [18]
4 Gemhide Sliver
4 Muscle Sliver
4 Virulent Sliver
2 Spinneret Sliver
2 Horned Sliver
2 Might Sliver
4 Rancor
4 Moldervine Cloak
4 Land Grant
3 Sylvan Library
3 Garruk Wildspeaker
Artifact [9]
2 Umezawa's Jitte
1 Sword of Fire and Ice
1 Sword of Light and Shadow
3 Aether Vial
2 Thorn of Amethyst
2 Root Sliver
2 Lignify
1 Umezawa's Jitte
3 Krosan Grip
2 Thorn of Amethyst
3 Tormod's Crypt
1 Sword of Light and Shadow
1 Sword of Fire and Ice
BUDGET AGGRO SLIVER
2 Oran-Rief, the Vastwood
13 Forest
Creatures [18]
4 Gemhide Sliver
4 Muscle Sliver
4 Virulent Sliver
2 Spinneret Sliver
2 Horned Sliver
2 Might Sliver
4 Rancor
4 Giant Growth
4 Vines of Vastwood
3 Moldervine Cloak
2 Predator's Strike
2 Harmonize
4 Land Grant
2 Nature's Lore
2 Thorn of Amethyst
2 Root Sliver
4 Lignify
4 Krosan Grip
2 Thorn of Amethyst
3 Tormod's Crypt
THE COMBO
The combos decks works around a group of cards that make you win when they hit the board.
SPLINTER SLIVER COMBO
The classic splinter twin combo comes to sliver world, search your deck for the combo pieces, protected the key cards and win !!
2 Homing Sliver
4 Screeching Sliver
Spells [32]
4 Splinter Twin
4 Intruder Alarm
3 Mana Leak
4 Lightning Bolt
4 Brainstorm
3 Into the Roil
4 Counterspell
2 Evacuation
2 Swiftfoot Boots
2 Elixir of Immortality
5 Island
5 Mountain
4 Cascade Bluffs
4 Scalding Tarn
4 Halimar Depths
QUEEN COMBO
The Queen combo isnt the best combo sliver deck, but still fun, u can kill with the Screeching or Acidic by Tokens, or if necessary by Winged in combat.
4 Gemhide Sliver
4 Muscle Sliver
3 Screeching Sliver
3 Winged Sliver
2 Acidic Sliver
2 Sliver Queen
Instant [10]
3 Brainstorm
3 Counterspell
2 Doom Blade
2 Terminate
Sorcery [3]
3 Ponder
3 Aether Vial
Enchantment [4]
3 Steely Resolve
3 Mana Echoes
Land [20]
3 Mutavault
4 Misty Rainforest
3 Scalding Tarn
3 Tropical Island
2 Volcanic Island
2 Underground Sea
2 Taiga
1 Tundra
2 Hibernation Sliver
2 Root Sliver
4 Krosan Grip
3 Red Elemental Blast
1 Brainstorm
1 Doom Blade
1 Terminate
SLIVER FLASH - VINTAGE
The Sliver Flash kills with flash hulk + poison counters, here you can see the Vintage build and a casual build.
1 Elvish Spirit Guide
1 Heart Sliver
4 Protean Hulk
4 Virulent Sliver
Instant [25]
1 Ancestral Recall
4 Brainstorm
1 Chain of Vapor
1 Echoing Truth
4 Flash
4 Force of Will
1 Misdirection
1 Mystical Tutor
4 Pact of Negation
3 Summoner's Pact
1 Vampiric Tutor
1 Demonic Tutor
4 Merchant Scroll
Artifact [8]
1 Black Lotus
1 Lotus Petal
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
Land [12]
3 Flooded Strand
1 Island
4 Polluted Delta
2 Tropical Island
2 Underground Sea
1 Sylvan Safekeeper
1 Echoing Truth
2 Hurkyl's Recall
1 Smother
3 Duress
3 Reverent Silence
4 Leyline of the Void
SLIVER FLASH - CASUAL
The "budget" version, just replace the $$ lands for budget ones, drop the tutors for some brainstorms.
4 Breeding Pool
4 Misty Rainforest
1 Forest
1 Island
Creatures [22]
4 Protean Hulk
4 Virulent Sliver
2 Heart Sliver
4 Elvish Spirit Guide
4 Simian Spirit guide
4 Street Wraith
4 Summoner's Pact
4 Pact of Negation
4 Flash
4 Manamorphose
4 Mystical Tutor
4 Land Grant
4 Serum Powder
THE CONTROL
The control decks for slivers works different, they are basic an Aggro deck with board control, in this section you can see a sample deck made with the Zoo Structure, and samples for the old CounterSlivers decks from the past.
ZOO SLIVER
Legacy Zoo Thread
Zoo wants to win early using efficient creatures and ZOO SLIVER use that structure to do the same job. Your burn spells are more for clearing the board and then for some late game you can use the burn to hit the enemy life points. The link is from the ZOO thread, and the deck list uses the same sample list with the most efficient slivers. In fact its a Aggro Sliver with board control.
4 Plated Sliver
4 Muscle Sliver
4 Sinew Sliver
4 Cautery Sliver
2 Harmonic Sliver
2 Magma Sliver
Spells/Artifacts [17]
4 Lightning Bolt
4 Path to Exile
2 Price of Progress
2 Sylvan Library
3 Lightning Helix
1 Sword of Fire and Ice
1 Umezawa's Jitte
4 Wooded Foothills
4 Windswept Heath
1 Arid Mesa
3 Taiga
3 Savannah
2 Plateau
3 Horizon Canopy
1 Mountain
1 Forest
1 Plains
3 Krosan Grip
2 Aether Vial
2 Choke
2 Red Elemental Blast
2 Volcanic Fallout
2 Sulfuric Vortex
2 Orim's Chant
COUNTERSLIVER
Legacy Countersliver Thread
Any good Countersliver deck starts with blue and white, as these colors provide some of the best disruptive spells available in Legacy. Force of Will, Daze, and Swords to Plowshares form the core of your disruption/removal suite. Counterspell can be added for some additional stopping power. Brainstorm is an auto-include, and Ponder can provide some extra digging power if you want it. Significantly, WU just happens to be the casting cost of Crystalline Sliver, the backbone of any good sliver deck. You could build a reasonable “budget” Countersliver deck with just blue and white. However, if you want your deck to really pack a punch, you need to play 3 or 4 colors. Below, I have provided some sample deck lists:
4 Polluted Delta
4 Flooded Strand
4 Tundra
2 Tropical Island
2 Underground Sea
4 Mutavault
4 AEther Vial
Creature (19)
4 Sinew Sliver
4 Muscle Sliver
4 Crystalline Sliver
3 Hibernation Sliver
1 Winged Sliver
3 Phantasmal image
4 Brainstorm
2 Daze
4 Force of Will
3 Mental misstep
4 Swords to Plowshares
4 Wasteland
4 Flooded Strand
2 Polluted Delta
1 Windswept Heath
3 Tundra
2 Tropical Island
1 Island
1 Plains
Artifacts & Enchantments [4]
4 Aether Vial
4 Crystalline Sliver
4 Sinew Sliver
4 Muscle Sliver
3 Winged Sliver
Instants & Sorceries [23]
4 Swords to Plowshares
4 Brainstorm
4 Force of Will
4 Daze
4 Spell Pierce
3 Ponder
3 Krosan Grip
3 Orim's Chant
3 Tormod's Crypt
2 Threads of Disloyalty
2 Chalice of the Void
2 Pithing Needle
4 Flooded Strand
3 Polluted Delta
3 Tundra
2 Tropical Island
1 Scrubland
1 Underground Sea
1 Island
3 Mutavault
Artifacts & Enchantments [4]
4 Aether Vial
4 Crystalline Sliver
4 Hibernation Sliver
4 Sinew Sliver
4 Muscle Sliver
3 Winged Sliver
Instants & Sorceries [19]
4 Swords to Plowshares
4 Brainstorm
3 Ponder
4 Force of Will
4 Daze
3 Krosan Grip
2 Pithing Needle
2 Relic of Progenitus
2 Null Rod
2 Path to Exile
2 Harmonic Sliver
3 Chill
ASTRAL SLIVER
*In Test*
Astral Slide is a fun card with many tricks for you to abuse to mess up your opponent's plans. You can kill token creatures, save your creatures cheaply in a bad combat, dodge creature removal (including your own), fog a creature for a turn, untap a creature for your opponent's turn, and reuse "comes into play" and "leaves play" effects.
Just set the engine up and see the deck going to infinite. Remember, you need cyclers to go with them. For that deck Victual/Darkheart and Firewake Slivers are here to help to remove dormant for a final blow. Firewake can be used to pump and haste.
Lightning Rift is just powerful for another astral taken: One extra mana on cycling to do two damage to a creature or player is a good deal, and your opponent's in real trouble when you have out more than one. But today we wasn't focus on him.
6 Plains
6 Forest
4 Secluded Steppe
4 Tranquil Thicket
1 Drifting Meadow
1 Slippery Karst
1 Remote Isle
1 Smoldering Crater
1 Polluted Mire
1 Evolving Wilds
Spells 18
4 Astral Slide
4 Fluctuator
2 Life from the Loam
2 Akroma's Vengeance
2 Green Sun's Zenith
1 Concordant Crossroads
1 Triumph of the Hordes
4 Eternal Witness
4 Dormant Sliver
2 Muscle Sliver
2 Sinew Sliver
2 Gemhide Sliver
1 Harmonic Sliver
1 Victual Sliver
1 Darkheart Sliver
1 Firewake Sliver
4 Swords to Plowshares
3 Leyline of Sanctity
3 Firespout
2 Wrath of God
2 Krosan Grip
1 Bojuka Bog
Five Color Multiplayer Sliver Deck (you can change the tribes, has sliver section)
Pauper Sample Decks
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
4 Plated Sliver
4 Sidewinder Sliver
4 Sinew Sliver
3 Bonesplitter Sliver
3 Poultice Sliver
3 Two-Headed Sliver
3 Watcher Sliver
Spells [18]
4 Firebolt
3 Fortify
3 Prismatic Strands
3 Yamabushi's Storm
2 Kaervek's Torch
10 Plains
7 Mountain
2 Boros Garrison
2 Terramorphic Expanse
1 Prismatic Strands
1 Yamabushi's Storm
3 Veteran Armorer
4 Lightning Bolt
4 Journey to Nowhere
2 Bonesplitter
REMARKS
First, thanks for all support that MTG Salvation give to me, i hope that primer help the new players, and i ask for the old players to help me make that topic better. Also, sorry for my poor english, i'm learning, and of course, that is a nice pratice for me.
LAST TIPS
If you play slivers in casual, after every greater move you shout:
1
Magnet
like Firstgear said, glittering wish can be a option, but only if you use golden spells too, e.call is better than wish in a sliver because you can do him on pass.
since you arent using pump spells or crystalline, steely resolve can help, but i really prefer rancor over the trample sliver, but dont play both.
you should have some draw, you can use Lead the Stampede or Harmonize for that, four do the job (you can mix or use only of they)
also if you can afford, in two color decks with Green, Green Sun's Zenith its nice
1
about blue, you can add blue, blue gives crystalline, galerider and draw/control spells (only these are nice for a aggro deck), but i think you can survive with no blue if your playgroup are soft on competitive.
about lands, keep a eye on checklands, when they rotate out of standard and the price drop, pick a lot, its nice and useful for casual.
about the deck:
i think you dont need all these haste/mana slivers
some utility spells could help the deck more than they
my sample for you:
2 Heart Sliver
3 Hunter Sliver
4 Manaweft Sliver
4 Muscle Sliver
4 Predatory Sliver
4 Sinew Sliver
3 Sidewinder Sliver
3 Striking Sliver
4 Lead the Stampede
2 Lightning Helix
3 Rancor
3 Lightning Bolt
Land (21)
2 Ancient Ziggurat
3 Battlefield Forge
3 Brushland
4 Copperline Gorge
2 Forest
3 Karplusan Forest
4 Razorverge Thicket
1
Revenge of Necromancy
Mass Mummification
Consuming Contract
that was my choices =D
1
1
3
At the heart of the joy of playing Magic the Gathering is deck construction. Both beginning and experienced players enjoy finding new and fiendish ways to put abilities together. Here we show the basics at deck building (most of the info you can find over the web) used here as an easy way to find all the information. All the info that comes from other sites has its link at the end of the Primer. Enjoy !!
THE CHAPTERS
HAVE FOCUS
Set a focus to your deck, like "I want to drop Broodstar".
In order to fulfill your goal, you need to be entirely focused. If the goal of the deck is to get a Broodstar into play quickly, focus on that theme – add in more cards that can ensure you draw a Broodstar (such as Ponder, or Brainstorm); add in more acceleration, don't try to splash in other colors, and cut cards that don't help you achieve your goals (Bladed Pinions won't matter in that deck since Broodstar already has fly and with her fat body why we need first strike). Try running four-of the best cards in your deck, when possible. If Vapor Snag is important to your deck, run four of them. If you need better options for searching and renewing your hand, run a higher count on Ponder, and cut out cards like Crown of Ascension. Your Broodstar has fly and your deck possibly doesn't have Beast as the most common creature type.
Remember, once you decide a deck's goal, focus your deck on achieving that goal. The more focused your deck becomes, the more likely you are to have your deck perform as intended.
On the flip side, don't be a slave to your theme. Just because you're focusing on a certain theme does not mean that you have to include suboptimal cards to meet that theme.
A Chromescale Drake is a worse version of Broodstar; you don't need to run it in the deck, even if he has the theme of Affinity. A cheaper and earlier Frogmite will help more, since he helps Broodstar to come into play or can help with early defense.
First, there are three main types of strategies: aggro, combo, and control. The idea was that, very generally speaking, aggro lost to combo, which lost to control, which lost to aggro. That is basic.
Nowadays, our "Aggro → Control → Combo" chart looks a lot more like this: Aggro → Midrange → Ramp/Combo → Control/Disruptive Aggro
Aggro is your traditional "kill your opponent as quickly as possible using efficient creatures" kind of deck. It usually features potent attacking-based one-drops (Champion of the Parish and Jungle Lion) and a mana curve heavily weighted to the first several turns. Frequently, it will supplement its primary strategy with "range," or ways to end the game after its initial assault has been blunted.
Tips and builds for Aggro Decks
- Aggro decks plan to deal damage to an opponent until that opponent dies, generally ignoring their own life total completely.
- The majority of cards in an aggro deck should be able to kill the opponent.
- An aggro deck usually needs 8 to 12 one-drops and 8 to 12 two-drops.
- An aggro deck usually plays 23 or fewer lands or non-attacking mana sources.
- Cheap creatures played early will usually deal at least as much damage as your best burn spells.
- Aggro deck spells are damage/removal (Lightning Bolt), pump spells (Rancor/Brute Force) or Aggressive CA (Call of the Herd, Strangleroot Geist).
2 Blinkmoth Nexus
2 Darksteel Citadel
4 Seat of the Synod
4 Great Furnace
4 Vault of Whispers
2 Glimmervoid
4 Ornithopter
4 Frogmite
4 Arcbound Worker
4 Vault Skirge
4 Master of Etherium
2 Etched champion
2 Broodstar
4 Cranial Plating
4 Galvanic Blast
4 Springleaf Drum
4 Skullclamp
2 Thoughtcast
10 Forest
Creatures 30
4 Quirion Ranger
4 Skyshroud Ridgeback
4 Llanowar Elves
4 Ghazban Ogre
4 Mtenda Lion
4 Nettle Sentinel
3 Rogue Elephant
3 Taunting Elf
4 Briar Shield
4 Giant Growth
4 Bequeathal
4 Rancor
4 Land Grant
Midrange (sometimes called Aggro-Control or Midrange Beatdown) tends to feature one-drops with abilities (Llanowar Elf) and early threats that are more defined by their resilience than by their raw size, speed, or power. These decks tend to be a turn slower than the aggro decks—although still reasonably fast—and oftentimes use Planeswalkers to generate advantage on the battlefield. They will sometimes use a few reactive cards to deal with key threats, but tend to be at a disadvantage if they draw too many of this type of card (and thus are unable to develop their board). Some midrange decks tend toward the aggressive end of the spectrum, and others toward control. What they hold in common is their focus on accumulating advantage on the battlefield itself, as opposed to gaining an advantage in raw resources (having a 4/4 versus a 2/1, as opposed to having two cards in hand versus a single card, for example).
Tips and builds for Midrange Decks
- Midrange decks plan to deal damage to an opponent until that opponent dies, but using more mana intensive cards.
- More 'fatties', less 'weenies'; you can't play a midrange deck without excellent fatties! Classic midrange creatures are Ravenous Baloth and Exalted Angel.
- Midrange decks sport relatively high mana curves. They contain spells for the early game that lead into cards included for the midgame. There's also relatively good incentive to play 'scaling' cards like Fireball that get better and better as the game progresses.
- Less than "Ramp", more than "Aggro", because of their high curves, midrange decks must reserve a healthy amount of deck slots to mana to effectively play their spells. You'll often find mana acceleration and mana sinks that somehow make effective use of all the spare mana midrange decks have lying around. These cards usually are 8 spots; they use 22-24 spots for lands.
- Midrange decks normally find one way or another to defend themselves, especially against aggro decks. Here you'll often find dedicated board control elements not unlike what you'd expect in a control deck, like Wall of Blossoms and Windborn Muse, and sometimes they run reset buttons like mass removal.
- Just remember the immortal words of one of midrange's biggest fans:
"It's the last fatty that kills you." – Jamie Wakefield
1 Kuldotha Phoenix
4 Goblin Wardriver
4 Hero of Oxid Ridge
4 Perilous Myr
4 Artillerize
4 Galvanic Blast
Sorceries 4
4 Kuldotha Rebirth
Planeswalkers 2
2 Koth of the Hammer
2 Shrine of Burning Rage
4 Ichor Wellspring
4 Panic Spellbomb
Lands 23
4 Blinkmoth Nexus
19 Mountain
6 Forest
1 Island
4 Plains
2 Selesnya Sanctuary
4 Temple Garden
1 Treva's Ruins
2 Undiscovered Paradise
4 Anurid Brushhopper
4 Birds of Paradise
4 Erhnam Djinn
2 Exalted Angel
1 Forgotten Ancient
1 Genesis
1 Glory
3 Lhurgoyf
1 Pristine Angel
2 Tradewind Rider
4 Vine Trellis
4 Yavimaya Elder
3 Armageddon
2 Serenity
4 Wave of Reckoning
Ramp decks tend to spend their early turns developing their mana advantage instead of deploying threats to the board. Because we've made a concerted effort to push more expensive spells, which requires us to expand the space of mana-costs that would ordinarily be considered playable—the return on a six-mana card tends to be better than that of two three-mana cards, three two-mana cards, etc. Moreover, it's typically easier to kill creatures than it is to disrupt mana-advantage spells. Taken together, what this means is that if a Ramp deck successfully ramps and an aggro deck successfully curves out, usually the Ramp deck will be at an advantage when the dust settles. The drawbacks, however, are twofold: First, Ramp decks are usually a little less consistent because the mana-acceleration can be disrupted. Second, they rely upon one or two threats to do a lot of work for them, so if those are countered or stripped out of their hand, they usually run out of gas.
Tips and builds for Ramp Decks
- The ramp decks abuses the mana advantage from ramping cards such as Birds of Paradise, Solemn Simulacrum, Fertile Ground, Rampant Growth and Wayfarer's Bauble in place of early threats. These cards usually are 12 spots, also they use 23-24 spot for lands.
- The utilities, spot and mass removal are beteween 8-12 slots. Some spells used here are Terminate, Mana Leak and Primal Command. You can find one or two bombs too like Banefire and Violent Ultimatum.
- The creatures, in general, stay in 12-16 slots, here you can find some creatures that can survive from spot or mass removal like Kitchen Finks, Chameleon Colossus and Troll Ascetic. The other creatures are our bombs too, like Craterhoof Behemoth or Primeval Titan.
2 Plains
14 Forest
4 Razorverge Thicket
4 Sunpetal Grove
Creatures 24
4 Birds of Paradise
4 Llanowar Elves
3 Elvish Archdruid
3 Solemn Simulacrum
3 Craterhoof Behemoth
3 Primeval Titan
2 Sigarda, Host of Herons
2 Soul of the Harvest
4 Fertile Ground
4 Primal Surge
2 Rites of Flourishing
2 Shrine of Boundless Growth
Combo are most of time powerful engines that end the game quickly and consistently. We also can use this term to refer to decks that attack your meta at odd angles. For classic combos you can see the Dragonstorm decks. Good examples from the "odd angles" would be the Open the Vaults deck from a few years back, or Team StarCity Black's Invisible Stalker deck at Pro Tour Avacyn Restored. Ideally, we aim for strategies that have severe weaknesses, assuming everyone is gunning for them, but can take advantages of holes in the metagame to really storm a particular tournament or meta.
Tips and builds for Combo Decks
- Firstly, you must find the combination of the cards that will be a "combo." Suppose you are building a racing car. This process is likened to the assembly of an engine. No car will move without an engine. Some samples are Tinker + Blightsteel Colossus or Stuffy Doll + Guilty Conscience.
- You need fuel for your engine, like mana ramp to combo faster. The Dragonstorm combo works with that, casting spells like Lotus Bloom and Rite of Flame.
- Another point is how you protect your combo, its like the "body" of your racing car, if body is weak, your engine falls. Cards that help to defend your combo are used in control decks or disruptive decks like Gigadrowse or Duress.
- Now you need a key to turn on the car, the draw and tutor cards are that, these cards search your deck for the combo piece. Idyllic Tutor, Ponder, Fabricate are some cards for that job.
2 Academy Ruins
4 Inkmoth Nexus
4 Seat of the Synod
4 Ancient Den
4 Glimmervoid
4 Darksteel Citadel
2 Kuldotha Forgemaster
2 Phyrexian Metamorph
2 Blightsteel Colossus
Support 32
3 Noxious Revival
4 Tinker
3 Assert Authority
4 Mana Leak
3 Dispatch
3 Vapor Snag
4 Thoughtcast
4 Wrath of God
4 Brainstorm
1 Calciform Pools
1 Dreadship Reef
8 Island
4 Mountain
4 Shivan Reef
4 Sulfur Falls
4 Bogardan Hellkite
2 Hunted Dragon
Support 32
4 Dragonstorm
4 Gigadrowse
4 Lotus Bloom
4 Remand
4 Rite of Flame
4 Seething Song
4 Sleight of Hand
4 Telling Time
Control means more or less exactly what it sounds like. These decks attempt to accumulate resource advantage, contain threats, and run opponents out of options. Typically—though not always—they end the game with the very same threats midrange or ramp decks use. The difference is that they're not focused on getting those threats out as soon as they possibly can. Instead, they use them to mop up a game they've already secured and stabilized. Alternatively, the large threat itself can be used as a tool to stabilize, either by virtue of its size or its ability to remove threats.
Tips and builds for Control Decks
- Erases them at a reduced cost. Whether this means killing a multitude of creatures with one spell like a Wrath of God or Earthquake, using a relatively cheap Cancel to stop an expensive spell like Akroma, Angel of Wrath.
- Doesn’t play threats to be answered. The control deck is so robustly dedicated to reactive spells that it can go without playing early creatures and other proactive spells.
- Disrupts synergies. Even if they don’t deal with every spell you play directly, they can leave out whichever ones don’t stand well on their own and still be in good shape. The most extreme example of this is a creature enchantment that might never need attention if you can’t make a creature stick.
- Drags the game out past your preparations. A Savannah Lions is a fine spell in the first few turns of a game, but on turn ten, when you have more than just a few lands, it will be a disappointing draw.
2 Academy Ruins
2 Blinkmoth Nexus
4 Seat of the Synod
4 Great Furnace
4 Ancient Den
4 Glimmervoid
2 Darksteel Citadel
2 Phyrexian Metamorph
2 Master of Etherium
2 Ethersworn Canonist
4 Etched champion
Support 28
4 Assert Authority
4 Mana Leak
4 Galvanic Blast
4 Dispatch
4 Vapor Snag
4 Thoughtcast
2 Evacuation
2 Wrath of God
4 Glacial Fortress
9 Island
9 Plains
2 Celestial Colonnade
Creatures 4
2 Sphinx of Jwar Isle
1 Teferi, Mage of Zhalfir
2 Azorius Signet
4 Cancel
3 Disenchant
4 Counterspell
4 Ponder
4 Mana Leak
3 Porphyry Nodes
4 Path to Exile
4 Wrath of God
Finally, we use the term Disruptive Aggro to describe decks that either (Control-Combo or Midrange Control) deploy a powerful threat and protect it long enough to end the game, or (Aggro-Control) couple pressure from resilient threats with removal, discard, and countermagic such that the opponent can never really get his or her game plan off the ground. These differ from Midrange Beatdown decks in that they usually contain far fewer threats, focusing on those that either hit the hardest or are the most difficult to remove. They usually goldfish slower than Midrange, too, but tend to be less vulnerable to the strategies that attack the battlefield (mass removal, for example).
Tips and builds for Disruptive Decks
- The Disruptive decks exploit the other decks' focus on one particular threat by targeting that threat and leaving those decks unable to function, with that we can disable the decks. Here we can see the classic counters, disrupt and spot removals, sometimes we can find a mass removal. Duress, Mana Leak and Pernicious Deed are some cards we can find in these decks.
- Efficient at all costs !! Doesn’t play threats to be answered. Your creatures should be a pain in the field or at least give to you enough advantage, disruptive decks runs more creatures that do something when they hit the battlefield, and less "Aggro" creatures than Beatdown. Here we can include Eternal Witness, Gaterkeeper of Malakir, Phyrexian Metamorph or Vendilion Clique.
- Disruptive decks normally find one way or another to defend themselves, but most of your creatures try to give a disavantage for the other decks. Here you'll often find dedicated board control elements not unlike what you'd expect in a control deck, but a more aggressive kind of control. Like Phyrexian Obliterator and Vampire Nighthawk, Wurmcoil Engine and Inferno Titan.
2 Abyssal Persecutor
2 Phyrexian Metamorph
4 Phyrexian Obliterator
4 Gatekeeper Of Malakir
4 Vampire Nighthawk
2 Cabal Therapy
2 Dismember
2 Go For The Throat
4 Hymn To Tourach
4 Innocent Blood
4 Duress
2 Sign in Blood
2 Liliana of the Veil
Lands 20
14 Swamp
4 Strip Mine
2 Bojuka Bog
2 Trygon Predator
2 Qasali Pridemages
4 Birds of Paradise
4 Rhox War Monk
2 Sigarda, Host of Herons
Planeswalkers 2
2 Jace Beleren
4 Mana Leak
4 Condemn
4 Counterspell
4 Vapor Snag
4 Brainstorm
Lands 24
3 Hinterland Harbor
3 Sunpetal Grove
3 Glacial Fortress
3 Plains
3 Island
3 Forest
2 Seaside Citadel
2 Celestial Colonnade
2 Strip Mine
We can find other definitions for BREAD, since the term is used for Draft, but we can use that term for our help, lets see:
- Bombs
- Removal
- Efficiency/Evasion
- Advantage
- Dregs/Dudes
- Bombs
Bombs are our Finishers, "Deal with me or lose" cards, our win conditions, most of decks should use at least two finishers and one alternate win condition, think about a (R/G) aggro deck, the bomb is our best creature, a Troll Ascetic, if you put a single Banefire on that deck, your chance of draw is reduced and when your deck was running out of gas you have a alternative bomb. The Three Cornerstones of a “Bomb” card: Effect on Gameplay, Cost, and Efficiency.
Here are some other examples of a bomb: Sword of Fire and Ice, Meloku the Clouded Mirror, Angel of Despair, Simic Sky Swallower, Pernicious Deed.
- Removal
Removal is anything that can disable or remove permanents in play (such as Doom Blade, Faith's Fetters and/or Man-O'-War). While you may not think of something like Man-O'-War as removal, they clear the path for your creatures and buy you time to find an answer to whatever creatures your opponent is threatening you with.
- Efficiency/Evasion
Efficient Spells are those that work in conjunction to help you win the game. The combo of Peel From Reality and Izzet Chronarch is great - but Peel from Reality is still a great card without the Chronarch hanging around.
Drake Familiar had an interesting aura-based archetype, think about Reality Acid or Oblivion Ring - cards that are great/fun on their own merit, but amazing with the Familiar. For aggro decks we can say that about the aggro creatures like Jungle Lion, also we can find the evasion creatures too, evasion is an ability of a creature that improves its chances of damaging the defending player by restricting which creatures can block it like Silhana Ledgewalker. Trample, fly, protection and others are good evasion ability.
- Advantage
Advantage (most of times Card Advantage or CA) is one of the most misunderstood terms in Magic, so let's start with a simple definition:
"If a sequence of plays (or decisions) ends with a player up one or more cards, that player has gained card advantage."
Simple enough, right? Now let's take a look at some real-life examples of card advantage. The basic draw cards are pure advantage like Ponder, Brainstorm or Sign in Blood. Some cards are in that category and also on above items:
Something like Slice in Twain is an obvious source of card advantage and removal. You get to destroy one of your opponent's cards and draw a card.
Similarly, Phyrexian Rager allows you to impact the board and replace itself. Once again, we've identified a source of card advantage.
- Dudes/Dregs
The D stands for Dudes which is Magic Slang for creatures. Basically it means if you have nothing of the former categories anymore than fill up your slots with creatures - because those ususally still can attack or block and have some use.
So it means, its better to put that Hill Giant into your deck if you still need cards because it can A: help you get to your other cards by being some kind of obstacle or B: even win you a game as its the only thing you have at hand to beat down somebody skrewed or to push in the final 2 damage. From the other side there are Dregs what is slang for bad cards.
Check Street Savvy, dont replace himself, if the enchanted creature dies its 2-1, have only defensive bonus and conditional defensive ability. You dont need that kind of cards, even if the focus of your deck is Auras !! Like said in the first part, you should run a "dude" over a "dreg" card.
The "mana curve" is the application of mana optimization theory to deck construction. By organizing the cards that are to go into a deck by their casting cost, a player can see how likely a player is to optimally utilize each turn's mana (i.e., to play a card or cards with a casting cost or costs with a total equal to the mana available on that turn).
As a general rule of thumb, the higher the mana-cost, the more powerful the effect. You're going to get more out of Decree of Pain or Plague Wind than you are out of Terror or Rend Flesh. However, if your deck runs too many high-cost cards, you run the risk of being unable to cast any spells before you get run over. You need to make sure that your deck is capable of either casting spells all throughout the game, or surviving until late enough to cast your business spells.
- Bigger versus Better
Every new set has in it some cards that are incredibly powerful but not necessarily useful. Decree of Pain or Plague Wind are a great example of this. They grabbed the attention of many players... but only until they saw the casting costs.
While these cards definitely have some awesome effects, having more than one or two of them in your deck spells an almost certain loss. While you're sitting there waiting for enough mana to play your killer spells, your opponent is beating you down with a Grizzly Bears. That's where the idea of a mana curve comes in. It is sometimes better to play with less-powerful spells just so you will be able to play something early in the game.
- How It Looks
The rule for the mana curve is to be able to play a spell every turn, rather than waiting for several turns before you really begin the game. For most deck types, it is desirable to have a few one casting cost spells, a few more two casting cost spells, several spells that cost three to five mana, and then only a few that cost more than that. If you do that it would look something like this sample:
00
01 *******
02 **********
03 *********
04 ******
05 ****
06 **
07
08
09
9+
The numbers at left show the mana costs of spells in the deck, and the * on the right show how many spells of each cost are in the deck. For example, in this sample there are ten spells that cost 2 and two spells that cost 6. The avg cost is 2,7 and show us that we are in the "several spells that cost three to five".
- But that is the Good Mana Curve ?
There is no hard and fast rule for what a mana curve should look like. While the one shown above may be good for many decks, there are some decks that will have a totally different mana curve and will still work just fine. In some decks, it may actually be good to have four Broodstar (like Affinity, since the deck has a theme to reduce the cost of the high mana cards). But, regardless of what type of deck it is, the mana curve is a very important part of deck-building that should not be forgotten.
In general we can think of there being three typical mana curves: low, medium, and high. In practice there's a huge amount of variation but at minimum we can categorize any mana curve into these ranges.
Example of a low mana curve:
CMC 1: 8-12
CMC 2: 8-12
CMC 3: 4-6
CMC 4: 2-4
CMC 5+: probably none, maybe 1-3
Example of a medium mana curve:
CMC 1: 0-4
CMC 2: 8-12
CMC 3: 6-8
CMC 4: 4-6
CMC 5 or 6: 4-6
CMC 7+: probably none, maybe 1 or 2
Example of a high mana curve:
CMC 1: 0-4
CMC 2: 6-10
CMC 3: 4-6
CMC 4: 4-6
CMC 5: 3-5
CMC 6 or 7: 3-5
CMC 8+: probably none
Most aggro decks have low mana curves, most control decks have high mana curves, most ramp decks have high mana curves. alot of decks end up with medium mana curves just because its fairly consistent. some decks are called midrange for no reason other then they have a medium mana curve. Here's a very basic rule of thumb for assigning land count to your deck. 24 lands is the default number for medium mana curve decks. If your deck has a low mana curve you can justify playing fewer then 24 lands. 22 works for most aggro decks. A very slim one (with lots of 1 drops) can get away with 20 or 21. If your deck plays fewer then 20 lands it has to have a curve that is lower than low. Lots of free spells, maybe a mana cheating mechanic. If your deck has a high mana curve you definitely need more then 24 lands. 26 is the most typical number for control decks. Ramp decks often play as many as 27.
The mana base in your deck serves a very important purpose – it enables you to cast your spells for the game. Without a good mana base, your deck will not perform and you will be locked with your spells.
- Mana Screw (Not Enough Mana)
Make sure you deck has enough lands and mana sources to support the spells you want to cast. There is a huge temptation to try to cut lands to get more spells into your deck, but this makes the deck prone to getting mana screwed. Imagine running a deck with sixty good spells and no lands – you'd lose every game! Sure, your draw would look amazing each game – but without the ability to cast any cards in your hand, it'd be over for you.
- Mana Flood
The flip side of not enough mana sources is too many mana sources.
Too much mana will limit your options in the deck, and will subject you to mana glutting later in the game. There's a real temptation to stuff your deck with too much mana, especially if you're paranoid about not being able to cast your spells each game. However, just like in the deck with too little mana, having too much mana will seriously impact your chances to win the game. If you're going to run twenty-eight lands in a sixty-ish card deck, have a good reason for it – such as running a Genju deck and expect the lands to die, or playing a control deck where you can reasonably expect to win if you hit your land drop each and every turn. If you're running an aggressive deck with a low curve and no use for excess lands, cut down the lands in your deck until you reach a more comfortable number – usually 21-23. In this deck's case, I'd add in more creatures and/or burn spells in place of the extra 5-7 lands.
- Where Is My Color
The last case involves having too few colored lands in your deck. Imagine a (U/B) control deck.
Make sure that the colored mana in your deck can support the spells you have in your deck. This can be helped through mana-fixing, as well as diversifying your mana base. Divide your colored lands equally to the proportion of mana symbols in your deck. What I mean by this is that if your deck has more blue symbols than other color, you should run more islands (or blue mana sources). We also know that we will want to cast our removal/support spells early, so we will need to have one black mana on the board to do this. Therefore, instead of playing 17 Islands and 5 Swamps, I would actually run 15 Islands and 7 Swamps, thus erring towards the middle and playing slightly more of the underrepresented color. One additional note on this specific build is that we might be playing one or two more land than is actually required by the deck. This is something you would typically discover by playing this deck against others and learning what minor tweaks should be made in the deck's design. If you can get some lands or mana sources that can produce more than one color like Dimir Aqueduct. Another hint is to find easy splash cards like Doom Blade over a heavy color Geth's Verdict.
Ok now we have all the cards we need. That part works like the Focus item. It's tempting to try to cram as many cards as possible into your deck. However, the further you go past sixty cards, the less chance you have of drawing any one particular card in your deck. You can only have four of any given non-basic land card in your deck (please, no talk of Relentless Rats), and the further you get from sixty cards, the less chance you have of seeing these cards.
Let's say you're running four Shocks in a deck.
In a sixty-card deck, Shock will be one out of every fifteen cards.
In an eighty-card deck, Shock will be one out of every twenty cards.
In a one-hundred-card deck, Shock will be one out of every twenty-five cards.
In a sixty-card deck, you have pretty decent odds of seeing Shock before the game is over. It's not guaranteed that you'll see a Shock, but your odds are much better than if you're packing one-hundred cards.
- And how we cut cards until we get 60 ?
Remember the Mana Screw tip ?? You're doomed if you don't get your lands or other mana-cards, but you're not better if you only get mana and no Creatures or other Spells. It has to be balanced. You should have a little more than 1/3 of your deck as mana.
The balance between the number of Creatures and other spells varies from deck to deck. BUT you always need creatures and enough. You need Sorceries, Instants and others to destroy opponent's life and creatures, getting card control, enhancing you creatures and more. But Creatures are there to defend you from your opponent's creatures, attack your opponent and can be sacrificed for other spells. Keep them balanced. Most people have more creatures then Spells in their deck.
The basic is to walk again to all of the topics in that thread, but, with more focus !!
Think about the 1/3 or 20/20/20 body (20 lands, 20 creatures, 20 spells/others), we know that the mana, most of the time, should be 22-24, so now we have ~36 cards for creatures and spells, you can choose 18/18 (now the body is 24/18/18), check what archetype you choose, increase the spells if you are control, increase the creatures if you are aggro. If you choose a mono-color deck or/and have low mana curve, you can change the lands to 22 too.
- What about "4of" ?
Increase your best spells to 4, drop the weak ones, keep in mind that isnt a rule, think like that:
Shock vs Lightning Bolt - in that case, Lightning Bolt is better in anycase.
Doom Blade vs Terror vs Grasp of Darkness - here, we know the worst one is Terror, and what about Blade and Grasp ? If you are a control deck, you can mix both, just care about the BB that Grasp needs, if you run more than one color, Blade can be better since has easy splash.
I hope that primer help the new players and give some tips for the old ones, also if you guys have other topics to include here please post and i will include.
Help Links
http://www.onlinewebpage.com/simplelandcalc/ - Simple Basic Land Calculator
http://deckstats.net/ - Simple Deck Analisys
Links with the original text/information used for that primer:
http://wiki.mtgsalvation.com/
http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/academy/3
http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/bb62
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ld/207
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/li/174
http://forums.mtgsalvation.com/showthread.php?t=346315
http://www.ugcs.caltech.edu/~kel/MTG/
http://www.starcitygames.com/magic/fundamentals/12549_Learning_How_To_Draft.html
http://www.starcitygames.com/magic/fundamentals/3692_Whos_The_Beatdown.html
http://manabasecrafter.com/
http://www.firebrandcreations.net/Papercraft/Deck%20Box/DeckBox.htm
1
after i see a FTV Legends and a FTV Realms, i really belive in that guy
he can be wrong on the list, or not...
but for me, there will be only 2 cards in that pack that maybe the sum in secondary market hits $75, not the price in the preorders (over $200)
one of the cards is the sylvan library, dunno the others
but again
after FTV Legends and FTV Realms... for sure arsenal value hits $75 because of the life counter ^^
1
lol she (glory) should be hot to make him that h@rd...
1
for fast you need lower mana curve and better slivers
that was my suggestion:
4 Sidewinder Sliver
4 Cautery Sliver
4 Two-Headed Sliver
4 Sinew Sliver
2 Talon Sliver
2 Magma Sliver
4 Lightning Bolt
4 Brute Force
4 Path to Exile
2 Browbeat
2 Shared Triumph
2 Oblivion Ring
5 Mountain
5 Plains
4 Clifftop Retreat
2 Sacred Foundry
2 Cavern of Souls
1 Battlefield Forge
1 Slayers' Stronghold
two headed sliver give evasion that you need at 2 cmc, oblivion ring can remove the artifact and enchants that hurts you, browbeat in a aggro deck help, even if the choice is better for your op, draw or damage always help aggro, one slayer, since that land eats 3 mana, and doesnt help at start, battlefield forge can be changed for any other better dual color land
magma sliver is the best damager in red for sliver
some of suggestions are on budget, you can change for better options