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  • 1

    posted a message on [[Primer]] A guide to all things Sliver Overlord
    *The Queen stirs from her slumber and sleepily regards the newcomer that just walked into her chamber, then bids him to come closer with a gesture of her claws*

    By all means, do keep us posted! I'm kind of out of date with the more recent editions, so I'm intrigued to see how you're building your deck.
    Posted in: Multiplayer Commander Decklists
  • 10

    posted a message on [[Primer]] A guide to all things Sliver Overlord
    A PLANESWALKER'S GUIDE TO ALL THINGS SLIVER OVERLORD

    "Death couldn't contain the slivers. What made us think we could?"
    —Riptide Project researcher




    Slivers: a living example of will over substance, by Venser of Urborg the Sojourner, archaeologist, artificer, and planeswalker

    "Much has been said of the eusocial, predatory creatures colloquially dubbed 'slivers' since the disaster that befell Otaria. It is commonly agreed between the scholars that escaped the obliteration of Tolaria that the sliver collective was originally found by the crew of the legendary Weatherlight skyship in the artificial plane known as Rath. While it is beyond the scope of this treatise to shed extensive light on Rath, it should be noted that the plane had been used by the nefarious servants of Yawgmoth to collect specimens and all manner of horrors from planes both known and unknown--a fact that effectively obscures their original home plane until new realities are discovered.

    "What accounts remain of Gerrard's and Sisay's crews reveal that the slivers had been used by the then-appointed ruler of the plane, Volrath, as a defense against intrusion into his stronghold, and they all were the offspring of a single gigantic specimen simply known as the Sliver Queen. (Similarities with ants and bees are immediately notable.) Sparse logs of exchanges between a sentient silver golem and this Queen indicate that it was sentient as well; if that is the case with other breeds of this species, it has not yet been made known to us.

    "At the time of Rath's great overlay onto Dominaria, the stronghold beneath which the Sliver Queen and her brood nested materialized within an Urborg volcano; its caldera being reignited by Coalition forces and Yawgmoth's manifestation over Urborg itself exterminated the whole of the sliver species. Cephalid Empress Llawan led an effort, now commonly known as the Riptide Project, to bring back from extinction the many lifeforms that were effectively annihilated during the Phyrexian War; its catastrophic results are described in detail elsewhere.

    "The more recent development of the species warrants attention, however: after being contested by the late planeswalkers Freyalise and Windgrace and my old nemesis, Oleg il-Dal the Weaver King, the sliver collective has once again been free to multiply, but while its numbers have swelled it has not done so to the point of overwhelming the continental landmass of Dominaria as it did with the island realm of Otaria. Why this has not happened is probably a matter of speculation for many a mage and sage, though some point at particular swarms behaving in an uncannily organized and regimented manner more proper of a self-aware community--if this were to be true, then the collective mind of the slivers either is on the threshold of sentience or has already achieved that state."


    First things first... to the Caesar render the things that are Caesar's:
    • Contributions: a TON of people, really, but to be honest, without Gref and DanzBorin this thread wouldn't have gotten this far.
    • Insightful comments: cmetc1999, iliurgul
    • Tons of cool ideas: irpotential (make sure you check his decklist here)

    ***NOTICE***

    This is very much a work still in progress. Even if I someday can say it's more or less as complete a resource as I would wish it to be, I still believe it'll be subject to frequent changes and updates.

    The decklist I'm currently using is featured on my own profile if you want to take a look at what I'm doing right now.

    Why would I want to play slivers?

    Venser's treatise continues:

    "Details about encounters with the sliver collective can be abundantly gleaned from accounts describing the ravaging of Otaria, and while varying in quality and substance, they all point at the incredible adaptability of their species; no countermeasure ever devised would serve to hold slivers at bay for any significant period of time. A paramount example of this was the fate of the college of wizards that governed the Riptide Project--when it became evident that containment efforts were no longer effective and the only solution to the outbreak was the extermination of the specimens, the hive mind had already evolved resistance to their spellcasting."


    If someone asked me that, I'd say: because I've loved them from day 1. Hey, I even went as far as building an impossibly convoluted deck by the time of the Tempest/Urza's Saga cycles for a Nationals qualifier that replaced the then-nonexistent Gemhide Sliver with the then-existent Citanul Hierophants and relied on Aluren and Recycle to win...

    *AHEM* But I digress. (Sorry. I kind of do that.) First, I'm sure you would love the Xenomorph-ish feel of slivers. (I know I did when I started playing Magic.) And slivers are cool. No one argues with that.

    Next, and last: sliver decks are versatile, and then some. Whether you want to build a swarm of screeching Alien-like beasts, a towering mountain of muscle and sinew that can hit anyone for massive damage, or a ridiculously efficient combo machine, you can go for any of them.

    What's the catch?

    Venser's treatise continues:

    "How would Volrath sustain the sliver hive underneath his stronghold has been pondered upon by several scholars I have met in my travels. One of them was kind enough to provide references to an arcane item called a 'hivestone', which was probably used by the late evincar in clusters to keep the creatures at bay, but that does not explain how the slivers procured enough sustenance to survive--especially not when considering recent accounts on the current state of the Otarian landmass, stripped down to the bedrock of every living thing other than slivers tunneling and scuttling about. Perhaps the only quality that matches the magnitude of their adaptability is their unimaginable voraciousness."


    And yep, there's got to be a catch. More than one. Sadly.

    • You need to have a very large wallet and not care about spending a load on them. Building a slivers deck on budget is simply not possible. The mana base alone is ridiculously expensive: all 10 fetches, all 10 duals, all 10 shocklands, and 5-7 other lands of your choice... which are usually ridiculously expensive too.
    • You should not mind playing as de facto Archenemy. The moment you land your third sliver (heck, sometimes just your second, or ever your first!) everyone else on the table will start glancing at you nervously. Board wipes will be tutored, spot removals targeted and cast. Make no mistake, slivers are cool because slivers are scary. Sounds cheesy, right? It may be, but darn if it isn't true.
    • Collectively, slivers are fragile. Looking for big fatties? Go play wurms or dragons. Most slivers are puny 1/1s or 2/2s. You have few heavy hitters, and they scare everyone into spending their removal at the drop of a hat. If you hope to win, you have to make your slivers work with one another. Look for synergies, experiment, see what works out for you.

    And why Overlord and, say, not the Queen?

    I said before that slivers are versatile, and the Overlord is the most flexible of the Unholy Trinity. Sliver Legion may be better for aggro, and Sliver Queen is frighteningly deadly as a combo enabler, but builds featuring these as commanders will be woefully reliant on tutors or plain topdecking to get what they need.

    The Overlord, on the other hand, may be slower, but suffers from no such weakness.
    • Not much to discuss about the first ability, really. Pay 3, fetch a sliver card from your deck. (Note that this may include the changeling tribal nonpermanent cards!) Everyone gets to see it. Sounds like a drawback, but if played smart you can turn it to your advantage. Example: fetch Harmonic Sliver and the opposition will be wary of fielding much in the manner of artifacts.
    • The second ability gets interesting. For a paltry 3, you permanently gain control of something with the sliver subtype. Note that shroud and color protection do interfere with this ability, so to profit from it you have to lower your shields. Flash-casting your slivers can cover this flank. And even if it doesn't, hey, no risk, no glory!
    • Finally, it's HUGE. 3 unblocked attacks from him, and a player packs up and watches the game from the sidelines. Given a few slivers in play, the Overlord can one-shot anyone. Synergy FTW!

    So, Overlord is a toolbox. But what tools does it need?

    If you're a maniacal masochist obsessed with detail as I am, you may want to go and dig into the next immediate post the third post of this thread, where I've detailed both an extensive discussion on each sliver there is and on cards any sliver player worth his salt would like to consider. Also, the changelogs will be posted there, mostly for the aggro build since it's the one I'm working on the most right now.

    If you've got more common sense and straightforwardness than what I got, then simply read on!

    Suppose you convinced me. Now how do I play this?

    Gref's contribution is the perfect way to sketch out an answer to this question:
    Quote from Gref
    If I had to offer up one strategy for playing slivers I would say play another deck Smile Slivers are really for the sadists that love to torture themselves over deck building and fine tuning.

    The sliver archetype rewards planning and follow through. I cannot stress that enough.

    There are three primary ways to play the deck:

    -Combo (Queen/Overlord*)
    -Aggro (Legion/Overlord*/Queen^)
    -Voltron (Overlord/Legion*)

    All three methods are viable. None of the three will guarantee victory.

    Combo
    Combo is extremely powerful and extremely fragile. The easiest way to victory via combo usually involves Mana Echoes and Sliver Queen and some sort of "game ender". The game ending cards are often some form of utility sliver. Popular choices include; Necrotic Sliver, Acidic Sliver, and Cautery Sliver.

    More often than not a combo deck is loaded with tutors, card draw, mass and spot removal, and counter back up.

    *Sliver Overlord can be played as an alternative general for combo. This is much slower as opposed to playing Queen, but allows you to assemble your combo pieces.

    Aggro
    Aggro is straightforward and simple. Sliver Legion shines here. As each sliver hits the field they get juiced up a bit. This effectively increases the potential threat value on every sliver. Aggro lists are certain to see the highest concentration of slivers compared to Combo or Voltron lists. Clones and Changelings should also find a few spots in the deck.

    Tutors, ard draw, spot removal, and counter backup also belong.

    *Sliver Overlord can be played here and again, assemble your swarm. Slower for sure, but much more methodical. Relies less on the top deck.

    ^Sliver Queen can be played here to pump out a token or two every turn and eventually overrun your opponent.

    Voltron
    Voltron builds are great for putting your opponent on the spot. Sliver Overlord when resolved, puts your opponent on a three turn clock. If that wasn't enough, you can tutor up protection, evasion, and buffing to try and speed things up.

    Tutors, top deck manipulators, counter backup, mass and spot removal, and light card draw will see play here.

    *Sliver Legion can be used here. Usually accompanied by slivers providing out right evasion, Legion gets big enough to swing through for game in a couple of turns.


    That being said, time to start elaborating on our decklists!

    Open this spoiler for info on the combo list...

    "Sliver Overlord counter-combo"Magic OnlineOCTGN2ApprenticeBuy These Cards
    Artifacts
    1 Chromatic Lantern
    1 Coalition Relic
    1 Crucible of Worlds
    1 Darksteel Ingot
    1 Rings of Brighthearth
    1 Sensei's Divining Top
    1 Sol Ring

    Children of the Hive
    1 Basal Sliver
    1 Crystalline Sliver
    1 Dormant Sliver
    1 Gemhide Sliver
    1 Ghostflame Sliver
    1 Harmonic Sliver
    1 Heart Sliver
    1 Hibernation Sliver
    1 Homing Sliver
    1 Manaweft Sliver
    1 Necrotic Sliver
    1 Quick Sliver
    1 Root Sliver
    1 Sliver Hivelord
    1 Sliver Legion
    1 Sliver Queen

    Thralls to the Swarm
    1 Academy Rector
    1 Amoeboid Changeling
    1 Eternal Witness

    Sorceries
    1 All is Dust
    1 Catastrophe
    1 Demonic Tutor
    1 Hull Breach
    1 Hunting Wilds
    1 Living Death
    1 Maelstrom Pulse
    1 Patriarch's Bidding
    1 Skyshroud Claim
    1 Vindicate
    1 Wargate

    Instants
    1 Bant Charm
    1 Cryptic Command
    1 Cyclonic Rift
    1 Hinder
    1 Mana Drain
    1 Mortify
    1 Pact of Negation
    1 Plasm Capture
    1 Putrefy
    1 Render Silent
    1 Rewind
    1 Spell Crumple
    1 Vampiric Tutor
    1 Voidslime

    Enchantments
    1 Intruder Alarm
    1 Mana Echoes
    1 Mana Reflection
    1 Mirari's Wake
    1 Mirri's Guile
    1 Phyrexian Arena
    1 Rhystic Study
    1 Sylvan Library
    1 Training Grounds
    1 Unnatural Selection

    Lands
    1 Badlands
    1 Bayou
    1 Blood Crypt
    1 Boseiju, Who Shelters All
    1 Breeding Pool
    1 Cabal Coffers
    1 Cavern of Souls
    1 Command Tower
    1 Flooded Strand
    1 Gaea's Cradle
    1 Godless Shrine
    1 High Market
    1 Krosan Verge
    1 Marsh Flats
    1 Maze of Ith
    1 Minamo, School at Water's Edge
    1 Misty Rainforest
    1 Overgrown Tomb
    1 Plateau
    1 Polluted Delta
    1 Reflecting Pool
    1 Sacred Foundry
    1 Savannah
    1 Scrubland
    1 Steam Vents
    1 Stomping Ground
    1 Taiga
    1 Temple Garden
    1 Thespian's Stage
    1 Tropical Island
    1 Tundra
    1 Underground Sea
    1 Urborg, Tomb of Yawgmoth
    1 Verdant Catacombs
    1 Volcanic Island
    1 Volrath's Stronghold
    1 Watery Grave
    1 Windswept Heath



    The basics, or what makes a glass cannon

    Lightning rod not included.
    I began playing slivers in EDH with a deck using an aggro approach, but power escalation in our pod forced an evolution towards a different strategy. That need birthed this decklist. Be ye warned: when properly built and played, it's a cold-hearted merciless uncaring ***** to play against.

    But since you kept reading I'll assume you don't care about that insignificant detail, so combo it is. And that is why, even if our general is the Overlord, having the Queen will never hurt. Her Ladyship is a fearsome combo machine, who will almost always mean game for you if you play her while you have both Gemhide Sliver and Heart Sliver -or their M14 equivalents- over the table.
    • Given that setup, Intruder Alarm will mean you can have infinite mana of any color, and thus, crank out sliver after sliver ad infinitum. Without number indeed.
    • Basal Sliver is another way to achieve the same result. Bonus points for being an all-sliver combination Smile
    • Mana Echoes will mean infinite colorless mana. Plus: you don't even need those two exact slivers on the table; any two will do.

    Having infinite slivers does not necessarily win you the match, however! Something as paltry as a Fog can mean your swarm is rendered powerless, only to be obliterated the next turn by a board wipe. Since we can't let that happen, we have to pack one or more of the following:

    Of tutors and other ways of rearranging your spellbook

    Gref just said: combo strategies are powerful, but fragile. And they have plenty of weaknesses, not the least of which being that you, uh, need to have all the pieces for it to work. And that means: tutors!
    • At the very least, you should ship Demonic Tutor or its cheaper counterpart, Diabolic Tutor; both will fetch you a single card which you need not revealing, no questions asked.
    • Vampiric Tutor is another you cannot miss.
    • Finally, Wargate. A bit on the expensive side, right--but it fetches a permanent from your library straight into play. Can be counter-proofed via Boseiju. How cool is that?

    Some of the staples of combo decks are cards so reviled that they're banned in certain EDH formats:

    If it seems overkill in your book, ditch any one other than the Top. (Or the Top itself if you're on 1v1 French.)

    Countermagic: the fine art of ruining someone else's plan

    And because you have to both protect your plays and disrupt those of your opponents, I ended up packing a lot of countermagic. Note that learning what to counter and what to let slide is quite the challenge; the more you know about the decks and overarching strategies of your adversaries, the more likely you'll make the right choice. (But that's a topic for another whole thread. I myself would welcome tips on the matter.)
    • Instead of the good old Counterspell, we're fielding Voidslime. You'll never be short of green mana. And countering abilities can be crucial.
    • Rewind is one of the most blatantly overpowered counterspells ever made.
    • Cryptic Command is like a toolbox filled with all flavors of nasty.
    • If you are either filthy rich or incurably insane (or both) you can consider both Force of Will and Mana Drain. Me, I'm beyond hope, and on top of that, without a penny to my name now. Grin
    • On the same vein of Mana Drain, now we have Plasm Capture. Imagine countering a Genesis Wave with this. Grin
    • Hinder and Spell Crumple are especially useful as tucking effects (and thus much reviled).
    • Render Silent I choose because it's never a bad idea to delay an opponent's plans for an entire turn.
    • Pact of Negation is unspeakably useful, but a double-edged knife--it can make the temptation to Armageddon the board almost irresistible for an opponent who is able to...

    Nonland mana sources, or feeding your Swarm creatively
    A reactive strategy -which is, at least in part, what we are pursuing here- has several problems, one of them being that you have to have more mana available than your opponents--if you hope to have enough resources to both make your play and counteract moves by your adversaries, that is. And you fix this issue by having lots of ramp, mana fixers and mana doublers:

    You also have to have mana rocks. My picks, out of the list:

    And, out of the many ramp spells available, three stand out in my book No, make it two now.
    • Hunting Wilds fetches you two forest cards that come into play tapped. For a further 3G, they become creatures. I myself never resorted to this ability, but it may come in handy if you're desperate for defense.
    • Skyshroud Claim also fetches you two forest cards, but it puts lands into play untapped, and thus potentially costs only 2
    • Shard Convergence. Given a solid manabase you can search for pretty much anything you need. Ditched out in favor of Krosan Verge.

    More cards, more plans, more options

    You also *have* to have more hands in card than anyone else. How are you going to profit from that huge mana base you've just built?
    • Phyrexian Arena is an excellent first choice. 1 card for 1 life--like a miniature Yawgmoth's Bargain, but that one is banned to hell and back, so we settle for this one. I've noted decks packing blue love to steal this.
    • Rhystic Study is a no-brainer. Whether they choose to pay or not, your opponents lose.
    • This is the whole logic behind packing Dormant Sliver. Make sure you have a sac outlet available if you want to win via combat damage, however.

    More minions and thralls to bolster your ranks

    Now, things are starting to shape up a bit, but we're woefully short on our sliver count. So the following terrors join the few we have:

    And now, for the slav--errr, thralls to the swarm:
    • Academy Rector. Having this in play forces your opponents to refrain from attacking you, resort to fliers, or spend resources to exile/bounce it. All good things.
    • Amoeboid Changeling will let you indulge into the wacky stealy antics blue is so fond of, or turn one of your-non Sliver thralls into temporary members of the swarm for whatever purpose you need.
    • Eternal Witness. Graveyard recursion that can be itself recursed.

    Asset removal instruments: of scalpels and cataclysm devices
    So far, we've listed necessary (or useful) pieces and the means to defeat attempts at depriving us of them, but sometimes... well, alright, very often you'll find that the balance of power in the table has dangerously shifted towards another player, and unless the player in question is stopped in his tracks he or she will swamp you. That's why we must pack the Magic equivalent to weapons of mass destruction--board wipes.
    • All is Dust is ridiculously useful here. Combine it with Harmonic Sliver to fry whatever pesky artifacts survive it and Necrotic Sliver to deal with the Elder Go--err, the Eldrazi.
    • Cyclonic Rift has supplanted Austere Command for the time being... until it gets banned, that is. Instant-speed bouncing of EVERY NONLAND PERMANENT THAT IS NOT YOURS. It doesn't get much more overkill than this.
    • Catastrophe is my third and last pick. Having slivers that can both turn your whole swarm into mana rocks and that can naturalize as an ETB effect means that annihilating everyone's land base can mean victory. 

    And since we're on the WMD topic, we should discuss one of their most glaring weaknesses: collateral damage. You see, massively destructive weapons will kill your enemy, your neighbors, your pets, their pets, innocent bystanders, endangered species, any elephants or parrots in the vicinity, and you. In short, they are about wholesale, indiscriminate destruction. And sometimes that's not just unnecessary, that's inconvenient, not to mention downright suicidal; so, these are our scalpels, razor-sharp instruments of removal.
    • Bant Charm--any one effect results in a single card out of play.
    • Hull Breach. Blow up, dispel, OR blow up AND dispel. I can't think of many removal pieces more flexible than this one.
    • Maelstrom Pulse--another token wiper doubling as a spot removal.
    • Mortify--utility is self-explanatory.
    • Putrefy--again, utility is self-explanatory.
    • Vindicate--once again, this one needs no explanation.

    Back from the grave: overcoming extinction

    But it's not always your enemy that gets nuked. Sometimes you're out of counterspells. Or, worse still, you've overreached yourself and are fighting a war against the whole table, and you've exhausted your resources. The result is the same: your whole swarm ends up dead. These cards are meant to help us bring our slivers back into the game, but be warned: both require careful use. It's frighteningly easy to fall into the trap of desperately wanting to get rid of something, only to reanimate another beastie that's even worse.

    Odds and bits: hard to label them, hard not to love them

    And now, some shenanigans that add to the efficiency of your swarm. You may think these are optional, but trust me, you want to have them in play. It bears noting: they WILL draw fire. Protect them well, or play them when the opposition has exhausted their resources (read: tapped out) and cannot respond.

    The domains of the Swarm

    War spares not the brave but the cowardly. - Anacreon
    Last, but definitely not least, lands! Given the color identity of your deck, it should not surprise anybody that this is, by far, the most painfully expensive part to build. Especially when considering the starting point:
    • All 10 duals
    • All 10 shocklands
    • All 10 fetchlands
    • 7 misc utility lands

    Since the usefulness of duals, shocklands and fetchlands is immediately evident, we're obviously going to focus on the 'utility' lands.
    Note that I listed more than 7 lands. I run them all and made room for them leaving a few fetches and shocklands out. Which ones get the ax in your build is something for you to consider.

    Now that we've made our picks, the fun part--the PLAN!

    While it is a generalisation, the main aim in warfare is to organise situations where you can bring overwhelming force to bear and curbstomp your enemy. If you aim to fight fair, you are doing it wrong.

    - TVTropes.org on the myth of playing fair


    Critical bits

    Combo decks like this one depend on a straightforward strategy--put together your combo pieces and protect them as you do that. And your possible winning combos are:

    Once you get any one of these combos rolling, it's a mere matter of fetching Necrotic Sliver and blowing up everything in sight.

    Note the Queen always being a required piece. This should be enough to realize how big a mistake it is to play her without at least one layer of defense to screen her--be it countermagic, shroud, whatever. However, sometimes she WILL get exiled, despite your best efforts, forcing you to switch to plan B--which amounts to simply playing as many slivers as you can, putting the Legion into play, and assimilating/butchering your enemies one at a time. You can either achieve this the old way, or by raising them all at once via Living Death or Patriarch's Bidding.
    Anxiety and twitchy fingers

    I mentioned it already, but it bears repeating--slivers scare people, perhaps to ridiculous extremes IMO. I mean, with beasts like the Eldrazi around, there should be much more threatening things to worry about, right? In theory, yes. But in practice, whenever you play a sliver, everyone will put an abrupt stop to whatever they were doing or thinking about, check what you just cast, reassess what your budding swarm can do, and react accordingly. I've had it happen to me every single time. It almost merits a rule: the opposition won't overlook what slivers can do.

    From Rath with love: making your worst fears come true

    So, you can't surprise them. That sucks to no end. You can turn this problem on its head by playing into your opponents' fears, though. Hold on to your counterspells and defensive slivers and taunt your enemies into reacting when you can profit from it. Quick Sliver can be one hell of a bait, especially when you have Crystalline Sliver or Root Sliver in hand. When they get used to the idea that targeting your stuff is a waste of good cards, they'll feel far less inclined to do so. Hell, you may even get to slip through a few plays uncontested out of fear of retaliation if you pull it off.

    Mindless instruments of death and despair

    Another plan is to abuse your removal. Necrotic Sliver and Harmonic Sliver can mean you pack 20+ permanent removal cards. Save your countermagic for threats to your graveyard -you want Living Death to mean game- if the environment is heavy on it, and feel free to spam away if it is not. (Save your tucking effects for commanders, though.) Given our shortage of fatties and our relatively small creature count, you may want to sac slivers on preemptive strikes or, failing that, all-out defense. It would be nice not to reach this stage, though.

    Massing the Swarm

    One important question that I feel should not go unanswered is how to field your combo pieces to reduce likelihood of disruption. No easy way out here, I'm afraid. But, since all good things come in threes (and also bad things, and also things neither good nor bad), I have put together three (3) courses of action for your delight:
    • Answer 1: Field and protect a mana doubler long enough to get the resources needed to fetch and play all required slivers in the same turn. Mana Reflection is your absolute best friend here, because it makes your little terrors yield twice when Gemhide Sliver is in play. Of course, it's got a target painted over itself the size of a skyscraper, and a fear factor equivalent to an Ebola outbreak, so it's no easy task. Your only defense, short of packing stuff like Privileged Position, is sculpting your hand with as much countermagic as humanly possible.
    • Answer 2: Bomb everyone else back to the Stone Age first. There are multiple ways to achieve this, but any single one constitutes a case of borderline douchebaggery, and your pod will hate you. Nevertheless, the build packs what's required to achieve the objective: either pair Catastrophe with Gemhide Sliver, or All is Dust with Ghostflame Sliver. The first one will leave everyone with not even a penny on their pockets while you have (hopefully) 4+ slivers to toy with. The second one is more of a reset button that will spare your swarm.
    • Answer 3: Play kingmaker, or cop. (Or both.) That means turning your slivers into suicide bombs via Necrotic Sliver and liberally abusing them, or using Unnatural Selection and Amoeboid Changeling to turn a creature an opponent controls into a sliver for your mutual advantage (i.e., give shroud to something you want to remain in play, or confer haste to a critter that can potentially knock someone other than you out of play).

    What even slivers fear

    What's coming up next is a list of some things you may have thought about already; namely, cards that threaten this deck, and are thus primary targets for counterspelling or removal:
    • Blood Moon and its creature equivalent absolutely rape this deck. Trying to incorporate basic lands to mitigate their impact only resulted in wrecking the mana base, so these two are something to live with you'll definitely not want to live with.
    • Iona, Shield of Emeria wrecks you if your commander is not in play, whichever color its owner chooses, but if he picks black (removal), blue (countermagic) or white (more removal) you're well and truly screwed. All is Dust can still save you, providing it is not countered.
    • Linvala, Keeper of Silence emasculates your Overlord and spays your Queen. That brutally put.
    • Stranglehold will hurt everyone across the board, but will hurt you more than most. It negates your commander's potential as a toolbox, your tutors, and your ramp spells and effects. You should only let this one live as long as it stops someone other than you from winning outright.
    • Tsabo's Decree and Extinction. I guess no comment is required here.
    • I've begun to see Humility quite frequently. To my boundless dismay.
    • If you get a Curse of Exhaustion hung on your neck you may as well concede the game.
    • Anything that exiles your creatures will tear a big hole into your scheme. This is a major problem the whole build is geared against, but still it bears noting.
    • (To be expanded. Greatly so.)

    What to expect when drawing your first seven cards

    Sample hand 1



    An average hand, to be honest. Quite abundant in mana, though lacking in early-game accelerators. One great drawing engine and a potential combo piece, but no ways to protect them. High Market is a dead weight that would be much more useful late in game.

    Sample hand 2



    Better, but not impressive. That Arena is tempting--it could give quite an interesting advantage early ingame, providing you draw means to defend it. The slivers are very useful too and will allow you to blow up two threats. And that fetchland can get you blue mana for the countermagic you will inevitably need.

    Sample hand 3



    At first glance, this one looks like a godsend. In addition to the obvious benefits of the Lantern, the Top, a fetchland and the Crucible make for land drops and for reshuffling your library -and its first three cards- every turn. The danger here is that such a brutal start will quickly alienate the whole pod against you.

    The Swarmlord's Guide to Sliver Supremacy: leading your species to victory

    Since handling a kickass hand can be quite delicate in multiplayer EDH -misusing it usually means you get curbstomped early on-, I'm going to assume you draw something similar to the last example. The key word here is restraint: unless your opponents have very bad starts, getting a turn 5 or turn 6 victory versus three other players is very, very hard to achieve. You may attain a few of these on the first few matches you play with this deck if you do it right, but smart adversaries learn fast.

    Turn 1

    So, of that dream hand, you play Command Tower, cast your Sol Ring, and then pass. You got everything you need at the moment. Study everyone else's first turn carefully - you'll most likely see other Rings, a Top, or more exotic stuff like Burgeoning.

    Turn 2

    If someone did outdo you, you can think of fielding the Crucible right now; if not, go ahead with the Top. Play the Tundra -- you may or may not have drawn countermagic this turn, but you want the opposition on their toes.

    Turn 3

    Things start picking up the pace; stuff like Phyrexian Arena will surely hit the table. You are now aiming for a mana doubler, or, failing that, any of your combo pieces (Mana Echoes comes to mind). Be wary of playing critical slivers now. Surely someone else will start racking up threat by ramping up in preparation for big stuff coming up next turn; that will surely trigger a boardwipe or something in the same vein and you don't want your combo pieces on the graveyard. An ideal play now is a Maze of Ith or, even better, the Academy Rector if you get it.

    Turn 4

    Expect the first heavy hitter entering the battlefield now, or, failing that, the next turn. You probably have more than enough life to take hits at the moment, so by all means, let them take on you -- unless, for example, someone reanimates an Artisan of Kozilek or another scary beast. Doing that essentially equals proclaiming confidence in your chances, and that's an ego to be taken down a peg via counterspell or removal. Watch the reactions across the board, and consider the overall aggro level everyone has attained before deciding to act. Letting it through and hoping someone else gets hit is a risky ploy, though; if the ballsy player also turns out to be a canny bastard he can see through your plays and preemptively deal you a blow that's hard to recover from at this point.

    If the threat is not as bad and you still have the Crucible, this is a good time to field it, and profit from the fetchland in hand. Abuse the Top for all it's worth.

    Turn 5 and onwards: the mid-game

    You're now on a stalling strategy, until you get your combo pieces, which is arguably your weakest phase. You have plenty of counterspells and removal to see you through while you hunt for them. Identifying targets for them is key. Unless someone turns out to be determined to kill you, don't fear taking hits. You're relatively safe until you're brought down to <20 life; at that point, you should make it unmistakably clear that no more dicking around will be allowed. Reduce every other critter to dust if you can, that's what Ghostflame Sliver is here for. If you're feeling really, really lucky, and get all the required cards and slivers, you can use Catastrophe to wreck mana bases; note that doing so puts you on a 5-turn clock on average because when (and if) everyone recovers they'll go straight for your throat.

    When to bring the Swarmlord to bear

    Your commander is a very 7/7-ish creature. That makes him an imposing and deadly wall if you have need of one, but avoid playing it defensively if you can -- your primary concern should be fetching as many combo pieces with it as possible, and if it gets tucked you'll be in for a world of hurt. If you're not desperate for defense, use tutors to fetch Training Grounds and/or Mana Reflection and play them before summoning the Overlord.

    Going in for the kill: late game

    You know you can do this when you have drawn a mana doubler and you can cast it and defend it for a turn. This, of course, means you have as much countermagic and removal available as you can hold in your hands.

    If you do play Mana Reflection with a few slivers (including your commander) on the board and it survives for an entire turn, you're poised for the strike. Ideally those 'few slivers' would be Crystalline Sliver and Root Sliver to minimize exposure to countermeasures.

    Worst case scenario, you need a whopping 29 mana, plus commander tax if it got killed, to cast everything on the same turn, broken down as follows:

    • WUBRG for the Overlord, plus 2 for each time it died
    • WUBRG for the Queen
    • 2B for Basal
    • 1G for Gemhide
    • 1R for Heart
    • 3 for each time you use your commander to fetch one of them

    If Training Grounds is available, you save 8 -- which still leaves us with the daunting task of gathering at least 21 mana. To squeeze the most out of your worker slivers, you should play Heart or Gemhide first, then Queen, then Basal. If they all get through, you have at least 2 left on your pool, and there's no thing that stops you from using creature abilities, then you've entered a degenerate loop of infinite mana:

    • Use the 2 to create a Sliver token with the Queen
    • Tap the token for a single mana of any color
    • Sacrifice it for BB
    • Rinse and repeat until you got enough mana to fetch Sliver Legion and create enough tokens to one-shot everyone left

    And thus, it's game over. The Swarm conquers!

    This looks all well and good... but have you actually *PLAYED* any of this?!

    Arright... where do I start... I suppose it begins when I open a Stronghold pack from among the first batch of boosters I bought, and I get a Crystalline Sliver. Whooooooa... Did I just read "Slivers cannot be targeted by spells or abilities"?

    I guess I got enthralled by the Swarm back then in '99. I built that idiotic combo T2 deck and piloted it to an 8th place on a Nationals qualifier, and that was my last experience with Standard play for almost a decade. That Slivers had been rotated out was a bummer. (I was asked during the M13 prerelease about that same T2 deck. The irony.)

    Fast forward to 2010, when I first learn about EDH. My brother asks me to pick something up for him at a retailer's. I go to the place... and, almost as if baiting me, the Premium Deck Slivers was the centerpiece of the merchandise on sale. I was almost giddy with delight. Snatch, race back home, and see what can I piece together using that and whatever stuff I had around to jump into the fledgling pod with my bro and pals. I can positively say the development of the deck started right there.

    First idea was an aggro-ish approach, as in, cram as many slivers in as you can and wait for magic to happen. Alas, not the best of ideas. I mean, when you had to go up against powerhouses like Sisay, Mayael and Augustine, it just... would not work. That was the first decklist I posted in this thread, but, silly me, consistently replaced it without keeping a decent changelog. It would have been wonderful.

    Then I go and stumble upon irpotential's decklist. It made me open my eyes wide. I went on to polish my own version of that build for almost a year, but I always found it too fragile and vulnerable to disruption. The final metamorphosis came when I decided to thin the enchantment count and go for counters. However much I hated them. I always thought I was a red player at heart... but given my change in philosophy I cannot be so sure now. A friend of mine once said that however much I hate blue, I play a lot like blue. Stinging.

    And so, here we stand. I've been tweaking this build for a long while now. The local EDH scene is not that big, there's gotta be 20 steady players around here, tops, so it's no surprise that the deck has earned some degree of notoriety (as in, 'oh no, not the slivers again...'). A lot of polishing was done on the Cockatrice scene; sometimes I can be found over there, with this exact same nickname... What, you never heard of Cockatrice? Google it right away. I used to do that until the spooky wizards living by the coast shut it down.

    Some further advice you definitely want to read
    Quote from ajacobik »
    In my experience running Queen combo, there are two options available to a savvy player in a tough meta. Your first option, and the one you're probably trying, is to ramp and get your combo gears turning in the first turns of the game. However, a promptly timed Pithing Needle will ruin you. If you're going for this strategy, I've found that free/cheap counterspells can save the day. Force of Will, Pact of Negation, Silence, Orim's Chant, or similar alternatives will prevent a blowout on your combo turn. I also recommend only casting Queen on the turn you intend to win. Depending on your setup, you should be able to cast her, tap one colorless mana, and win. If your opponent responds with a killspell or some other removal, just tap another colorless to continue your chain. This route is heavily dependent on ramp, so I recommend picking up Mana Vault, Mana Crypt, and Grim Monolith. Their drawbacks are negligible when you intend for the game to be over when people are still casting ramp spells.

    Alternatively, you can play the game very slowly. You could borrow a 5C control or stax shell to pilot during the early/mid game, then in the late game, once your opponents have run out of gas and you've guaranteed you have a clear line of sight, you can initiate your combo. It's important in this strategy that you don't cast your commander until you're ready to win and that you never cast her without some form of protection, usually with countermagic. I built both of these archetypes earlier this year and experimented with both and I found that while my win/loss was better with a proxied-to-hell fast combo deck, games were more fun and interactive with a stax shell and a combo finish. If you're willing to brave casting the Queen in a stax list, she can make Smokestack a crippling game-winner by generating enough tokens to compensate. You can also run fewer tutors and only high-quality combo pieces if you go the control route because you can afford to wait until the late game to go off.

    Footnotes
    • Once the whole primer is complete, I plan to entirely rewrite it to give it the flavor of a book authored by an in-game legend--Venser of Urborg.
    • After my primary decklist -combo- is completely polished, I would like to do some brainstorming to create viable lists for aggro and Voltron strategies.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on [[Primer]] A guide to all things Sliver Overlord
    Today's spoilers bring us:
    - First Sliver's Chosen. Quite good IMHO - we're often confronted with the choice of using our slivers to attack or tapping them for resources, and having this on the board means we can use them both ways more efficiently.
    - Lancer Sliver. Rather meh. We have tons of ways to get first strike already, most of them cheaper than this one. Not better than Striking Sliver.
    - Cleaving Sliver. Another one we've seen before. It's nice, but there are better things around.

    Unsettled Mariner has been brought to my attention: it is not exactly a sliver, but it benefits from all their buffs - and it shields all your permanents. Furthermore, it makes Diffusion Sliver more viable as well.

    And, while not a creature, an honorary mention: Return from Extinction. If anything, I read into this a message from WotC: the slivers will not be abandoned. Let us rejoice, brothers and sisters!
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Primer]] A guide to all things Sliver Overlord
    Actually... for the time being, it would be good to wait and see. We might get to break new ground and get a goodly amount of exposure if we migrate to the new site. I'm nonetheless attaching my current TappedOut slivers decklist.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Primer]] A guide to all things Sliver Overlord
    *The Queen cries out in dismay, causing her assembled children around her to shriek and chitter in confusion and fear*

    A very sad day it is indeed.

    Only thing that comes to mind to carry on as a servant of the Hive is to build a Facebook group, but it's way too narrow of an interest IMHO... there's a ton of EDH groups there. An alternative would be to migrate to another site, say, for instance, TappedOut.net.

    I'm only the janitor here. The primer was built from bits of advice and suggestions from a lot of different people. It belongs to you.

    So if you think it's a good idea, this is the time to say so.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on [[Primer]] A guide to all things Sliver Overlord
    Updated the planeswalkers part of the useful non-sliver cards section: added Domri Rade (most of his incarnations are great), Nissa, Steward of Elements and Samut, Tyrant Smasher.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Primer]] A guide to all things Sliver Overlord
    Hey there! Glad to know that wall of text with pretensions of coolness actually is good enough to help someone. Most of the merit goes to people like DanzBorin and Gref. I'm just the janitor here. Smile

    Speaking of Danz, he's definitely right. It's perfectly fine to play slivers just for fun - hell, back in the day EDH was kitchen table Magic, it all was like that. Then things got serious and everything escalated to the point we have that pesky COMPETITIVENESS thing to worry about in a format that can be broken six ways from Sunday.

    My two cents - I believe the hatred slivers get is undeserved and exaggerated. Everyone panics whenever the Overlord is revealed but no one bats an eye at any one of the myriad stax commanders out there. Me, I'd much rather go against an ax crazy commander like, say, Kresh the Bloodbraided or any other deck that tries to bury me under a living tide of elves or goblins or what have you than having to put up with Grand Arbiter Augustin IV. To put it succinctly - when I sit down and pull my deck out, I want to play. I don't sit down to just watch someone not allowing anyone to play.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on [[Primer]] A guide to all things Sliver Overlord
    Added Vanquisher's Banner to the Drawing Engines section of the useful cards list.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on [[Primer]] A guide to all things Sliver Overlord
    Okay... this is going to be one LENGTHY post. Have to get up to speed with lots of things.

    First, @xterminator90:
    1. I agree that the +1/+1 slivers are a complete waste of a slot each in EDH. I used to think that of Megantic Sliver too but it is a game changer when you have very few slivers in play.
    2. Why pack Talon Sliver at all when you have a 1cmc option available instead? Actually, I don't run first-strike strike-giving slivers at all when I can ship Bonesplitter Sliver instead, which is a very cost-effective card IMHO.
    3. My first impulse would be to sacrifice life over speed if you have to build a budget mana base. Shocklands are an absolute must here IF you're going to ship fetches, but if you won't, filter lands are an excellent second choice, and I wouldn't go for any taplands other than the Alara shardlands in most cases.
    4. Given enough rocks or ways to inflate your resource yields, I'd say you can skip a Gaea's Cradle. Read again: given enough. And consider the amount of creatures you run. It's an expensive card if there's ever been one, agreed...
    5. Darksteel stuff is your answer to Harmonic Sliver's ability. Hell, I consider a Darksteel Ingot to be a mandatory include, no matter what, this being one of the reasons.
    6. Purphoros, God of the Forge has been an absolute and complete monster for me, period.

    Now, on with that maybeboard:

    • I haven't been able to bring myself to like Crib Swap that much, but I can recall several episodes where it would have been oh so handy. I don't know, I don't like giving slivers to my opponents, even if they're lowly 1/1 tokens. Can't decide here.
    • Whether or not to pack Battle Sliver hinges basically on how aggressive your playstyle and battle plans are, supposing you didn't pack Might Sliver and Megantic Sliver first.
    • Diffusion Sliver is not going to stop a determined opponent, least of all in a resource-overrich environment such as EDH. Waste of a slot IMHO. In 1v1 it gets marginally better... emphasis on marginally.
    • Mana Confluence I would prefer over City of Brass any day of the week. Still I'd look for other options first.
    • Collected Company is a nice shenanigan, which I'm going to include on the list of useful cards. I feel inclined to consider you don't get enough bang for your buck considering how many interesting cards you have that could use this slot, though.
    • Trace of Abundance paints a target on the land you enchant. You could conceivably use this as a beacon for the opposition to nuke another player's land while simultaneously playing politics by helping out someone else... still once again, I feel there are other cards more deserving of a slot than this one. IMHO any ramp spell > this.
    • Consider you run a five-color deck Fellwar Stone is always an excellent pick.
    • Evolving Wilds and Terraforming Expanse are great choices if you run some basics, which I recommend you do in any case. When someone Blood Moons the table you don't want to be left with a load of mana you can barely use.

    @nykspree:
    • I've never been that much of a fan of things like Conspiracy or Hivestone because they tend to behave as removal magnets, and they also tell the enemy you have some thralls that are so juicy you just can't let them hang around un-slivered. This turns your deck into an interesting target for a Bribery, which is something I avoid like the freaking plague. That's one card I hate if there's ever been one.
    • This is the first time I see Scavenging Ooze in a slivers deck. I suppose it plays nice with the two cards I just mentioned, and it is an amazing hose against decks that do funny things with graveyards. (The Mimeoplasm comes to mind.) What is your basis for including it?
    • Temur Ascendancy is a killer going straight to my wantlist. I'm not going to bore you with the mayhem this can cause if you just play Megantic Sliver alongside this.
    • Also Alesha, who Smiles at Death. Offense and recursion packed in a single effect? Yes please!
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Primer]] A guide to all things Sliver Overlord
    *The Queen chitters approvingly and notes wise use of her children.*

    Classic Queen combo win. A word of warning - the aggro value of those slivers is going to skyrocket now that the enemy has seen them in action. Make sure you keep your options open and plan for using many different strategies. To quote the definition of the chessmaster trope, a good one will also have layers upon layers of misdirection and backup plans in case something goes wrong. Packing lots of pieces for several combos is one step in that direction - with the flipside being that keeping the opposition on their toes all the time will make the chance of them banding together to crush you much more likely.

    With that in mind, can I suggest you add some stuff for allowing kingmaker plays? Say, swap out Two-headed sliver and Call to the Kindred for Telekinetic Sliver and Unnatural Selection. IMHO there are much better ways to grant your swarm evasion, and fielding that aura most often requires your swarm not to be shrouded, which is something best avoided.
    Posted in: Multiplayer Commander Decklists
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