- CruxMDQ
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Member for 13 years and 6 months
Last active Fri, Mar, 18 2022 17:23:45
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Outcryqq posted a message on [[Primer]] A guide to all things Sliver OverlordManaweft Sliver is much stronger in your list, and should be a higher priority, than Growing Rites of Itlimoc. The latter is decent, but consider this: generally by the time you have 4+ creatures, you're probably threatening lethal damage: one is hopefully a mana sliver, one is hopefully a protection sliver, one is likely your commander...at that point, what's your 4th? Removal sliver, pump sliver, sliver that grants evasion...any way you slice it, by the time you have 4 slivers through your turn, you're either winning or going to get blown up by your opponents. Growing Rites is ok, but pretty slow compared to what your deck is capable of doing.Posted in: Multiplayer Commander Decklists -
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Coen333 posted a message on [[Primer]] A guide to all things Sliver OverlordQuite the treasure trove this topic is.Posted in: Multiplayer Commander Decklists
I recently got back into the game after a hiatus of 16 years (i played from 1994-1999 and bought some cards in the years after, once slivers came to existence i was intrigued but i wasn't really buying cards anymore at that time. I played commander a wee while ago and that started the whole MTG craze again...
I bought the Draconic Domination deck and upgraded it some and after my first couple of games the thought entered my mind to start collecting slivers and construct a commander deck.
Well then, it's 1,5 month later and i have almost got them all! I'm waiting for the Sliver Queen to arrive and the Hive Lord and a few slivers i couldn't find easily.
Last weekend i discovered this forum and more specific this primerand constructing a deck was sped up. Tomorrow i will play my first games with the Hive.
I will post my deck tomorrow somewhere i reckon.
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materpillar posted a message on [[Primer]] A guide to all things Sliver OverlordI built a deck with The First Sliver at the helm, but I found him to not be an enjoyable general as cascade chains took too long to resolve. I've tweaked the deck very heavily to be more of a control deck that uses the 5C legends as finishers. How does it look? Terrible mana-base aside.Posted in: Multiplayer Commander Decklists
I'd like to add Spiteful Sliver and Blasphemous act as a finisher or maybe slot in pestilence or pyrohemia since they synergize so well with the hivelord.
I'd also like to add Psionic Sliver/quilled sliver they're great with the deathtouch slivers and the hivelord.
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gvazdaus posted a message on [[Primer]] A guide to all things Sliver OverlordI can't say enough good things about Triumph of the Hordes with Blasphemous Act and Spiteful Sliver. With three slivers, you one-shot a table. And assuming one or two players have creatures out, Blasphemous isn't that expensive, leaving mana open for Triumph.Posted in: Multiplayer Commander Decklists -
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Iliurgul posted a message on [[Primer]] A guide to all things Sliver OverlordPosted in: Multiplayer Commander DecklistsQuote from CruxMDQ »Updated the aggro decklist to account for the inclusion of The First Sliver.
I've been thinking that having it around is kind of like having a permanent-based Primal Surge. I mean, if you can somehow sculpt your library to your leisure (Scroll Rack, anyone?), you can pretty much achieve similarly explosive effects. Opinions?
Scroll Rack sounds ideal to me. But I can imagine a scenario where KABOOM happens and then you return your slivers with Pulmonic Sliver to the top of your library in the right order, and return for free when The First Sliver comes into play and so on.
In another hive, I kind of discovered new ways of infinite combo without The Holy Sliver Queen when I was trying Morophon, the Boundless. With Morophon in your battlefield, you need Hibernation sliver, Lavabelly sliver and Syphon sliver (or Essence sliver or other lifelink source like Whip of Erebos) Then you pay 2 life return to your hand any sliver without colorless in their mana cost, play it again and again, gaining 1 life for Lavabelly and 1 life for lifelink, and deal 1 damage to any player in this infinite process. Far from ideal, but nice to have other ways to combo with only slivers without the Queen involved.
Oh, and you can Vindicate everything with Morophon, the Boundless, Necrotic sliver, Pulmonic Sliver, Dormant sliver and Basal sliver, by playing Necrotic and sacrifice it for BB mana in response to draw a card trigger of dormant. Then draw Necrotic itself thanks to Pulmonic, play it again by paying one of the B mana generated before and you get infinite B mana and/or infinite triggers of Necrotic sliver. Yeah, it's easier with Sliver Queen, but sometimes we need to find other unpredictable ways. -
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Malachite_Osprey posted a message on [[Primer]] A guide to all things Sliver OverlordI got my deck together and managed to get a couple games in with it. Both games I was not drawing enough mana, which is why I added in cultivate, kodama's reach, and farseek afterwards. In the first game, by the time I was able to stabilize, my friend managed to assemble his Sharuum combo to kill us all. Second game had a much rougher start, but I managed to get Magma Sliver and Shifting Sliver out with Alchemist's Refuge and one-shot the last player left with Overlord. Here's the current list I have after some post-game edits:Posted in: Multiplayer Commander Decklists
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Iliurgul posted a message on [[Primer]] A guide to all things Sliver OverlordThe Immortal Sun is sweet! The other day a Yasova Dragonclaw deck play it, and next round a Maelstrom Wanderer cascade into Karn Liberated. That player try to exile The Immortal Sun with Karn, hahahaha Not this time. I had even the Harmonic Sliver in play, but remove every other artifact/enchantmen before The Immortal Sun to avoid surprise Ugin, the Spirit Dragon wipes or similar. Then we killed Maelstrom deck cause it was mainly board wipe combo, and fight Yasova vs Overlord like true beastmages, no wipes, no counters...Posted in: Multiplayer Commander Decklists
I want to suggest a couple of cards to the lists:
-For the Spot Removal section, every Overlord player should at least try Crib Swap. Due to the hability Changeling, it is tutoreable via Overlord. So, with only Overlord in play, you can stay six mana-open to exile that huge annoying attacker from the opponent from nowhere. Its auto-tutoreable removal! No so sweet as Shields of Velis Vel cause with one more mana you can steal that creature, but it's always great have another removal, pointing to your threads from the deeps of your deck.
-And for the Shenanigans and tricks section, I suggest Telepathy. I know, looks like a cheap garbage card, cause it is. But this card IS PURE FUN. Always my opponents become angry when I play this and make me promises of death and destruction. But it's amazing which fast they forget this cheap trick when see all the threats in the hands of the other players. At the end of day, nobody wants to spend a removal on a dirty 1 CMC enchantment that really let them see others players hands. They can't see my hand, but my deck doesn't have so many threats but that slivers I fetch for, and those will be seen anyways. And meanwhile I can know when and how to play and adapt my board to respond opponent's threads before it happens. Last day I saw a Fleshbag Marauder and Merciless Executioner, so it saves me from play my bests slivers only to die. The same for every other removal/counter of any kind. I love this card, it is pure gold for casual games and commander politics if you know how to handle it. And it has a strong sinergy with Dementia Sliver, but I have never had the chance of try it. -
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Iliurgul posted a message on [[Primer]] A guide to all things Sliver OverlordPosted in: Multiplayer Commander DecklistsQuote from JCZero »Alright, want to get a last minute deck analysis in here. [...]
In general, it seems a strong deck to me. Without know how your meta is I can't recommend very specific things, but...
I'm not a fan of old slivers like Clot Sliver or Spectral Sliver, I prefer spend my mana in Overlord. I would try Crypt sliver for regen, or Hunter sliver for selective "removal". Hunter sliver is amazing, nobody expects your Overlord can kill creatures at will, I recommend you trying it.
I never tryed Taurean Mauler, but Thorncaster Sliver is great for board control, specially with Venom Sliver (1 attacker = 1 free kill)
Both Talon Sliver and Fury Sliver have better versions in M14-M15 slivers, Striking Sliver and Bonescythe Sliver. If you make both changes, color mana base remains the same, red for white and withe for red. On the other hand, they are ugly humanoid sliver
I can not recommend you enough to get more ramp. It's an abyss to get your Overlord on turn 4, instead turn 5-6. Simplest way is get mana rocks like your Darksteel Ingot. You can play it no matter what colors you have. I recommend you replace Shard Convergence with Chromatic Lantern (your deck is dry straw for a Blood Moon); Abundant Growth for Commander's Sphere; Sol Ring for Coalition Relic. All of them has a "similar" effect to remplaced card, but are real ramp for your Overlord turn 4.
For the lands, you can try the some of the Golgari Rot Farm cycle. They are specially vulnerable to destroy lands effects, but if there aren't a lot in your meta, it's a great advantage, it's close to a 2x1 land card, and the Queen knows this is a mana hungry deck.. You can try Thran Quarry if you are confident on keep your board, or Reflecting Pool. -
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JCZero posted a message on [[Primer]] A guide to all things Sliver OverlordAlright, want to get a last minute deck analysis in here. This is something I've put together over a long time. Started as kitchen table commander, and as the group got more competitive, and going to LGSs for commander groups, started updating it accordingly. Kind of a little bit of aggro and a little bit of combo just cause one strat doesn't always work, and I dont have any non-sliver tutors for cards like training grounds to help with some of those combos.Posted in: Multiplayer Commander Decklists
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Iliurgul posted a message on [[Primer]] A guide to all things Sliver OverlordPosted in: Multiplayer Commander DecklistsQuote from Outcryqq »Quote from Malachite_Osprey »[...]
Regarding no Sliver Legion, you can try Coat of Arms as a substitute.
You can try Overwhelming Stampede, with Overlord in play it's even better than Legion, but only for a last hit.
Quote from CruxMDQ »
Quote from gvazdaus »Also, if you unearth with Dregscape Sliver how does that interact if you follow up with Teferi’s Protection or Ghostway?
If I read Dregscape Sliver correctly, and the more expert players who like to hang around here may correct me if I'm wrong, using either card means they're gone forever. You set up an unearth play, it has to go off all at once on the same turn, or you lose your pieces for good.
Oracle text about unearth:
If a creature returned to the battlefield with unearth would leave the battlefield for any reason, it’s exiled instead — unless the spell or ability that’s causing the creature to leave the battlefield is actually trying to exile it! In that case, it succeeds at exiling it. If it later returns the creature card to the battlefield (as Oblivion Ring or Flickerwisp might, for example), the creature card will return to the battlefield as a new object with no relation to its previous existence. The unearth effect will no longer apply to it.
So, if I am not missunderstanding it, in both cases your revived slivers stay in the battlefield: In case of Teferi's Protection, triggers of "at the beginning of the next end step" misses target cause your slivers are phased out; in case of Ghostway is the same example case of Oblivion Ring or Flickerwisp. I think I saw Animatou decks using this already.
As I said some weeks ago, you can naturally get this effect of perma-unearth with 50% chance with Frenetic sliver.
Excited about Flood of Tears of M20. I can't wait for cast it, cheat a Morophon, the Boundless, and recast my full hand It seems a balanced Cyclonic Rift to me. - To post a comment, please login or register a new account.
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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.
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—Riptide Project researcher
First things first... to the Caesar render the things that are Caesar's:
***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?
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?
And yep, there's got to be a catch. More than one. Sadly.
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.
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 postthe 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:
That being said, time to start elaborating on our decklists!
Open this spoiler for info on the combo list...
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
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
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.
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!
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.)
Nonland mana sources, or feeding your Swarm creatively
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 bookNo, make it two now.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?
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:
Asset removal instruments: of scalpels and cataclysm devices
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.
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
Since the usefulness of duals, shocklands and fetchlands is immediately evident, we're obviously going to focus on the 'utility' lands.
Now that we've made our picks, the fun part--the PLAN!
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.
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:
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:
to live withyou'll definitely not want to live with.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:
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:
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
Footnotes
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- 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!
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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.
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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.
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First, @xterminator90:
Now, on with that maybeboard:
@nykspree:
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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.