Crystalline Sliver

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tempest Remastered (TPR) Uncommon
Premium Deck Series: Slivers (PDS) Uncommon
FNM Promos (FNM) Uncommon
Stronghold (STH) Uncommon

Combos Browse all

Crystalline Sliver

Creature — Sliver

All Slivers have shroud. (They can't be the targets of spells or abilities.)

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Crystalline Sliver Discussion

linux203 on Sliver EDH "Counter" Deck

2 days ago

Spectral Sliver and Megantic Sliver could be swapped for Coat of Arms and Sliver Legion. Spectral Sliver can consume a lot of mana for temporary bonuses. Megantic is a 6cmc for +3/+3. Coat and Legion are 5cmc that give huge bonuses.

Sliver Queen, although expensive will make your deck go infinite.

Azor's Gateway is a huge card advantage cost to get mana. Intruder Alarm and Manaweft Sliver or Gemhide Sliver can get you mana without the card disadvantage. If there are cards that you always ditch to Azor's Gateway, you can pull them out and replace them with card you don't want to toss. Growing Rites of Itlimoc is a much cheaper way to get that mana.

Crystalline Sliver is similar to Asceticism but is self-protecting. It will only affect Pariah and Sliver Overlord's second ability.

Rout is only 5cmc, but can be an instant for 7cmc. Extinguish All Hope is 6cmc, but you aren't taking advantage of leaving enchantment creatures on the board. That could only help others. Rout is pretty cheap now that it was reprinted in Commander 2017.

cdkime on The Business

2 weeks ago

To make your deck as competitive as possible, I recommend cutting every sliver with a converted mana cost greater than 2. Slivers aim to hit the ground running and pump out as many creatures as possible. To that end, every single draw must be playable immediately--you cannot afford to draw a five mana sliver with only two lands in play.

To that end, you should run 4 copies of Muscle Sliver, Predatory Sliver, and Sinew Sliver. Sidewinder Sliver is another great four-of, as Flanking stacks. With two in play, anything blocking your slivers will suffer -2/-2 before damage is dealt. Galerider Sliver is another solid one drop. Even thought multiple copies of flying are redundant with one another, you want to maximize your chance of dropping a Galerider on turn one.

The following slivers have redundant abilities, so you should run three copies (and minimize second draws): Crystalline Sliver and Heart Sliver.

Otherwise, there are a couple other 2 mana options worth considering. Aether Vial is another support card that's invaluable in sliver decks.

Delta-117 on The Queen's Egg

2 weeks ago

Glad to see your a fan of the wonderous hive also k_drake. I also happen to have a Sliver Overlord deck of my own, although mine is still a lot cheaper. Keep in mind however that LVL_666 has also chosen to bling out this deck nearly entirely, and thus the price you see on here is much more than what it would could actually be with a non-foil, non-masterpiece/expedition version of the decklist.

The first and most obvious things to avoid would be the original duals, (i.e Underground Sea, Volcanic Island, Tropical Island etc...), next you make do without Mana Crypt, Cavern of Souls, Wheel of Fortune, Yawgmoth's Will, and Mana Drain which should bring the deck down by a huge margin.

There's is such a vast amount of lands to choose from that could be suitable early on, including: the vivid cycle (Vivid Crag, Vivid Grove), the tri-lands (Seaside Citadel, Savage Lands, Jungle Shrine, and so on), then there's ones I use to use like Transguild Promenade, Exotic Orchard, Forbidden Orchard, Rupture Spire, Evolving Wilds / Terramorphic Expanse, Ash Barrens (highly recommend), and the panorama cycle (Bant Panorama, Jund Panorama, Esper Panorama, etc).

You can then make use out of the signets, Golgari Signet, Izzet Signet, etc) and perhaps use most of the combinations (prioritize the ones that have green). Anyways I know I have told you a Lot of information to read and consider, and so let me give you a good visual of what a starting point could look like:


A Study In Slivers: Toolkit Sliver Commander

Commander / EDH TolarianCommunityCollege

SCORE: 365 | 70 COMMENTS | 120873 VIEWS | IN 401 FOLDERS


This deck by the Professor I do recommend you consider as a base, and from there start as I have done, which was slowly acquire all the slivers (and imo minus the queen, and legion at least at first), I actually was quite fortunate to receive most of the slivers needed for my list from a friend who had their very own Sliver Overlord deck and he sold/traded me eventually most of it as he was getting out of commander. I picked up stuff like Gemhide Sliver, Manaweft Sliver, Necrotic Sliver, Harmonic Sliver, Heart Sliver, Galerider Sliver and Crystalline Sliver if I recall first by cash and standard trades.

Then I got a few things like a Chromatic Lantern, Merciless Eviction, Heartstone, and Training Grounds for more additions. Eventually I started with getting the shocks and fetches (the khans fetches are cheaper) again the cheaper ones like Windswept Heath, Wooded Foothills, Temple Garden, Overgrown Tomb, Hallowed Fountain, and worked my way up having more than half of them (I'm currently only missing 3 fetches and 3 shocklands).

I got my Sliver Queen and Sliver Legion from the same friend who took apart his sliver list (it's unfortunate he sold it's entire manabase and then just kept the slivers before I even met him at my lgs though), after I had all the rest of the creatures and up until that point I focused more on an aggro/voltron strategy. I bought him some very pricey modern staples (2x Chalice of the Void before there reprint and traded an Ulamog, the Ceaseless Hunger for these 2 slivers and to nearly finish a whole deck to play for modern :)

You can then later like i'm soon about to do myself soon I think, start to buy things like a Mana Crypt, Mana Drain, Demonic Tutor, Wheel of Fortune, etc to make the deck more competitive.To give you an idea where i'm at, here's my decklist (I'm missing 16 cards in all from it) also that's cheaper than what you see here:


Sliver Overlord EDH

Commander / EDH* Delta-117

SCORE: 10 | 10 COMMENTS | 3032 VIEWS | IN 3 FOLDERS


I did not exactly plan on writing essentially a book on this for you lol, and so I apoligize. In summary start by acquiring if you don't already own any these above suggested lands, and start acquiring all the slivers you can, I recommend get ones like Sliver Hivelord, Diffusion Sliver and or Crystalline Sliver, Blur Sliver, Gemhide Sliver + Manaweft Sliver, Bonescythe Sliver, Syphon Sliver, Heart Sliver, Harmonic Sliver, Galerider Sliver + Winged Sliver, and others like Predatory Sliver, Sinew Sliver, Muscle Sliver all of which are pretty cheap. Then you will want Chromatic Lantern, plenty of signets, Darksteel Ingot, Commander's Sphere, Fellwar Stone, maybe the newly reprinted Coalition Relic which is a bit cheaper now. Then start upgrading the manabase(Mana Confluence, City of Brass, Unclaimed Territory, Sliver Hive, Ancient Ziggurat are all a good start. Then go with maybe getting the filterlands which thankfully have been reprinted and are now a lot cheaper,(Flooded Grove, Twilight Mire,...) and the shocks/fetches prioritizing the ones for green like Breeding Pool, Overgrown Tomb, Windswept Heath, Wooded Foothills because you will want green I would say more than any of your colours to cast stuff like Manaweft Sliver + Gemhide Sliver, Kodama's Reach/Rampant Growth/Cultivate etc. Once you have most if not all of the slivers and the mana base then you can go back to refining the deck with medium to high end upgrades like Mana Crypt, Volrath's Stronghold, Demonic Tutor, Vampiric Tutor, Pact of Negation, and such. Personally in my case i'm refraining from the original duels for budget reasons myself as I can't ever see myself getting enough use out of them to make them worth it fully. Anyways I hope this gives you lots to think about!

(Final note), consider Spirit of Resistance at least initially if you think you can either protect it with counterspells or in a meta where enchantment removal won't be an issue :)

Adamaro on Great or Random? - Sliver Deck

3 weeks ago

Crystalline Sliver seems pretty potent here, it's a cheaper Privileged Position. Also you may want to change your deck tag so it's not "standard", maybe casual or legacy or something else.

Fun deck though, looks like a blast.

cdkime on Slivers still use hives

1 month ago

Dormant Sliver is great in EDH. The card draw it provides is massive, and its downside is easily avoidable with Hibernation Sliver.

Paradox Engine is a must in sliver commander decks, since it pairs so nicely with Gemhide Sliver and Manaweft Sliver. You use your slivers to cast a sliver to untap your slivers to play another sliver to untap your slivers to . . . If you have Dormant Sliver in play, you can keep these shenanigans going for quite a while.

I also think you are incorrect about Sliver Overlord vs. Sliver Hivelord--Overlord simply provides a lot more utility as your commander. You can tutor your Hibernation Sliver to make your Dormant Sliver more effective. You can tutor your Hivelord to give your slivers indestructible. You can tutor your Crystalline Sliver if their deck is heavy on removal. You can tutor your Necrotic Sliver if they are about to combo out. You can . . . I think you get the point.

cdkime on Slivers

1 month ago

You do not need any slivers with a converted mana cost over 2. They're a hyper-aggressive tribe, and your goal is to flood the board as quickly as possible.

To that end, you should focus on the best of the best.

I would run four copies of the following:

I would run 3 copies of the following, since their abilities are redundant:

The only 3 mana sliver I would consider is Harmonic Sliver, and only run that if you need artifact or enchantment hate.

For your lands, focus on cards that produce all 5 colours: City of Brass, Mana Confluence, Cavern of Souls (budget permitting/if your group allows proxies), Unclaimed Territory. Don't worry about City of Brass/Mana Confluence's damage--your goal is to flood the board with death long before your opponent can whittle you down.

Also, Aether Vial is obscenely good with slivers--probably a bit too expensive for casual play, unless your group allows proxies.

Edit: And be sure to keep your list to 60 cards!

cdkime on Quiver Sliver

1 month ago

Other than Timmy-factor, there is no reason to play any sliver with a converted mana cost of 3 or greater in casual/legacy. Your goal should be to flood the field with slivers as quickly as possible. Likewise, Gemhide Sliver is a trap--unless you are playing commander, your slivers are too busy winning the game to be used as a mana source.

To that end, I would focus on the best of the best:

You can afford to run fewer than 4 copies of Crystalline, Heart, and Striking sliver, since their abilities are not redundant.

Otherwise, 4 Aether Vials and you are set. Collected Company is a decent topdeck option, since it nets you 2 slivers for 4, effectively drawing and playing two cards.

xyr0s on Pattern Recognition #59 - Slivers

1 month ago

I actually do know how mtg was back then, Tyrant-Thanatos. I played my first games when Revised was the core set, The Dark had sold out from the local store, and Fallen Empires had yet to be released. And played just as casual as everybody else, until Invasion or Odyssey, and then had a long break. No internet for decklists, just The Duelist.

But that doesn't change my opinion, really. I think slivers are vastly overrated, if anyone considers them the most powerful tribe with the most degenerate combo. But at the time where they showed up, they were about the only pure tribal deck that could have such a high degree of synergy, without having to find something outside the tribe. Humans, didn't even exist then. Elves could make mana, but had to find something outside the tribe to use it for (and the mana industry didn't really take off for them until Urzas saga and Priest of Titania, anyway) - the elf combo days were way out in the future. Goblins were a bit more like their current self, or... well... at least they had gotten Goblin Grenade. And then SLIVERS. Even as a casual deck, this tribe had scary levels of synergy, making it hard to tell what was the bomb creatures. And that's without even counting the 5 colored Sliver Queen. To casual-player eyes, it was completely broken, but that would often be accompanied by cries about how counterspells ruins the game, and how Wrath of God, Armageddon, and Winter Orb was broken pieces of cardboard trash, that no decent human being would ever touch except when carrying them to the incinerator (it's a caricature, but early on there seemed to be a lot of players who had all kinds of ideas about "fair" mtg, which had nothing to do with the rules of the game, and everything to do with their own taste).

The support cards that came later falls right into this. In general, you can expect to get to play your cards and have them in play a little longer in casual games than in competitive ones (general guideline - someone probably plays casual stax somewhere). An artifact costing 5 mana, and requiring multiple creatures in play to activate, is not gamewrecking in a bigger format, and only sometimes in standard. And it's not like the tribal support isn't there in modern - Aether Vial is solid for tribal decks, Descendants' Path isn't bad either, and Door of Destinies is a favourite for some. Of course you could also add support cards that are only legal in vintage - Sol Ring, Land Tax, and the like - but with that kind of support, horses, camels, crocodiles and ouphes could be killer-tribes.

In terms of power, killing an opponent on turn 4 with a combo that necessitates 5 different 1/1 creatures being in play, attacking, and not being blocked at the same time, might seem strong in casual-country, but doesn't really fly anywhere else. The other much-feared slivers, 5 colored monstrosities and what-nots, are much slower, and therefore also a lot easier to do something about. But in casual edh, they would under most circumstances get the time needed to set up a combo (I've only played against slivers a few times - always Sliver Overlord as commander, and some variation of combo, that ends in infinitely many, infinitely big slivers) - and it's being treated as a combo deck: slapped hard and mowed down, because it has a very real way to end an edh game out of nowhere.

A comment on the article: As far as I remember, it wasn't slivers that got "fixed" by making them non-symmetric. It was every tribe, simply to reduce complexity. Onslaught elves also count all elves in play, not just your own elves. Lorwyn/shadowmoor elves doesn't.As for a power-fix to slivers... how does it help printing more slivers that do the same, only with a slightly different body and casting cost? It helps in standard, where the old, "over-powered" sliver wouldn't be anyway, but for anyone else, it's a power-up for slivers, giving them more consistency (so now they have 2 different haste slivers, and if you want your slivers to be fast, you can almost rely on it now). So perhaps it was a matter of "slivers are a terribly overpowered tribe, if you want to beat them by playing creatures and attacking".

Actually, I'm not sure how much "fixing" slivers ever needed. I mean - Black Lotus was banned everywhere but in vintage, and Lotus Petal showed up instead. The original 5 moxen - pretty much the same: In Mirage we got the diamond cycle instead, afaik with an explanation that they were supposed to be a fixed version. But Sliver Overlord doesn't look like a fixed Sliver Queen - it's a completely other creature, doing other things, only sharing color and creature type. If slivers weren't designed wrong in the first place, maybe they have "been developed" rather than "being fixed"?

It also doesn't seem like slivers grow exponentially strong with every sliver printed. They might grow stronger... a bit... (and never weaker/more balanced). But when you add a card to your deck, you also remove a card from your deck (or end up with a very big deck). Was there ever anything sliver-related, that had to be banned (asking because I didn't play at all during the Onslaught or Time Spiral days) to stop slivers from overrunning standard?

As for slivers in modern: Crypt Sliver would be good, but not very. It makes regeneration into a tap-ability, and that means attacking, tapping for mana and so on becomes very risky. Modern is not a format for creature heavy decks to just sit there and not attack, so perhaps Crypt Sliver isn't all that strong. I think it's Sedge Sliver that is the best regenerating sliver in modern, and you could add Urborg, Tomb of Yawgmoth to make sure you always have the right color mana and is able to attack without losing regeneration. Also, you can cut back on mana expense by playing Aether Vial, and as long as you have one of the mana slivers in play with Sedge Sliver, the combination is exactly the same as Crypt Sliver (tap sliver for black mana, spend black mana on regeneration). Crystalline Sliver would be a real upgrade though - Diffusion Sliver which seems like it should be the replacement is decent if you don't look too hard at it, but what is paying 2 extra mana for removal, compared to not being able to play removal at all?

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