Creature — Sliver
All Sliver creatures have defender.
All Slivers have "When this permanent enters the battlefield, draw a card."
Printings View all
|Planar Chaos (PLC)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Dormant Sliver occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Dormant Sliver Discussion
2 days ago
Yarok - You didn't link your deck. You can do it like this:
Also, I tried searching for it on the site and it didn't show up :\
[[deck:The Song of Phyresis]]
Wicker - You can link cards like this:
As for my thoughts on each card? I'll try and keep my tangents short lol.
Disallow: is cool, but not very good in a Sliver deck because it belongs in a Baral, Chief of Compliance deck. I mean, not only does it feature him in the card art, it actually lowers the CMC to , making the card a strictly better counterspell. I slotted in Mana Drain, but if cost is an issue and you want a good to decent counterspell that is not Counterspell i'd consider Forbid, Mana Leak, Arcane Denial, Hinder, Rewind, or Dissipate.
Kindred Summons: Cool. But can be a massive dude of a card if you dont have any topdeck manipulation ala Scroll Rack, Mirri's Guile, or Sensei's Divining Top. Notable combinations with this card would be Worldly Tutor or Vampiric Tutor.
Mystical Tutor: If your deck relies heavily on interaction/instant speed removal then this wouldn't be bad inclusion. The only issue is that MT won't be doing much outside of getting you some potential interaction, meaning that you'll be holding up mana you could be using to better establish your boardstate.
Coat of Arms / Door of Destinies / Vanquisher's Banner: Depends on how you want to build your deck - if you want to rely primarily on combat damage being your wincon then any of the previously mentioned are worth it. I'd run all three in addition to Shared Animosity, Magma Sliver and Sliver Legion.
Heartstone: Be careful with this one. It's effect applies to your opponents' creatures as well. I'd never include this because I like to be shrewd and not unknowingly enable my opponents to win. If you insist on including this you better be sure you're going to win on the turn you play it.
Distant Melody: I generally don't like spells that are contingent on how many creatures I have in play, because it's only good under very specific conditions that can be influenced by opponents. I'd go with Dormant Sliver or Synapse Sliver.
Cryptolith Rite: Is an okay card. I apply the same logic to this card as I would Distant Melody. This card is only as good as the number of creatures you have in play, which can be influenced by opponents. If someone boardwipes and this card is in hand it's literally a dead card.
Unnatural Selection: A fun card that used to be in this deck. I eventually cut it because it was banned in my local LGS which was hosting an EDH league. It obviously has great synergy with Sliver Overlord - but nothing else. The card is pretty niche - but it's fun. If you want to go for a more casual build with Sliver Overlord at the helm, then i'd run this.
2 weeks ago
awesome you have no idea how happy you just made me thank you. lost a match well 1 cause of inexperience, and 2 because I didn't know if I could use Vitalize so didnt add it to my deck. on turn 5 I was able to almost dump my entire hive in one shot. because I had 2 Dormant Sliver I couldn't attack when needed to and still have enough slivers to do so, and had to pass turn.
Well the big bad Wolf, Well he huffed, and he puffed, all that he could. And low and behold the little piggy's house stood. "It's made out of concrete!" The little piggy shouted. The wolf just frowned, as he pouted. So they called nine-eleven, like any piggy would. They sent out Rambo, just as fast, as they could. "Yo, wolf-face, I'm your worst nightmare, your ass is mine!" Well the wolf fell dead as you can plainly see. and That will end the story, for you and me.
thank you very much for the help
3 months ago
The biggest fix you can make to this deck is with the lands. You have too many lands that enter tapped (tri lands, vivid lands, etc.) or set your mana back a turn (lairs). Consider adding more rainbow lands (lands that produce all colours), such as Mana Confluence .
Ghostflame Sliver does not really seem to do much for you, other than be something the three-mana slivers can cascade into.
3 months ago
Couple of suggestions; I'd add Cryptolith Rite for an added Gemhide Sliver like ability. (take out Farseek ) I'd add Basal Sliver for mana ramp as well. I'd maybe take out Vanquisher's Banner and/or Phyrexian Arena for Dormant Sliver or Kindred Discovery for infinite draw combos with Sliver Queen . Leyline of Abundance is also good for ramp and to beef up your slivers.
4 months ago
To start, I disagree with a few of shadow63's cuts.
Dormant Sliver is a powerhouse, allowing for extremely explosive plays where you draw and play Sliver after Sliver. The downside is significant, but between Necrotic Sliver and your own removal spells, it is pretty easy to kill your own Dormant Sliver and remove defender.
Sedge Sliver would work a lot better if you had a number of fetch/shock lands, but it still pulls its weight in a budget deck. The ability to save any sliver from dying is invaluable.
Amoeboid Changeling allows you to take other players' creatures using your commander.
I do agree that you can probably cut Tamiyo (unless you have a sacrifice-heavy meta). Ashnod's is a great card, but, with Gemhide turning your slivers into ramp, you do not really need it.
Here's some other cuts I would recommend:
Aether Vial - outstanding card in 60-card constructed Slivers, since the overwhelming majority of your slivers are exactly 2 mana. Its effectiveness in singleton, however, is a bit lackluster.
Even though your commander benefits from Training Grounds , I do not think you have a critical mass of creatures with generic-requiring mana abilities to make Training Grounds worth a slot. Same goes for Heartstone .
Bring to Light is a bit too much mana for its effect. I do not think you need it.
Next we get into cutting your underperforming slivers. You probably should get rid of 16 or so of your 44 creatures.
Here's a few I would certainty remove:
- Syphon Sliver - lifelink isn't all that exciting of an ability.
- Synapse Sliver - solid ability, but you have better card draw, and five mana is pretty heft.
- Opaline Sliver - You have enough tutors that it should be easy enough to find Crystalline Sliver instead.
- Lavabelly Sliver - too low of an impact.
Beyond those, look at the mana costs of the slivers, and try to cut some of the higher-costed ones. Sure, they have great abilities, but slivers work best when you're dumping a large number of them onto the field as quickly as possible. Focus on the ones that have strong combo potential or work to protect key combo pieces.
Frankly, you can probably stand to cut some of the pure pump/combat slivers, such as Sinew Sliver . Sinew and its friends another card that excels in 60-card constructed, when you can run 12 total pump slivers; it singleton, three is just not that big of a deal. Sliver Legion already provides you a strong way to aggressively close out games--you don't need a bunch of worse versions of that effect.
4 months ago
6 months ago
Thanks for the comments! I will probably add Eladamri's Call . My expensive lands are in the deck just because I have them in my collection. If I already have the card is there any reason I shouldn't run it?
6 months ago
If your ideal win condition is to get Dormant Sliver , you'll need more than just Worldly Tutor to be able to fetch it from your library. You could use Eladamri's Call and Sylvan Tutor But I think Dormant Sliver Is unnecessary, and by the time you are able to get it out, you will already have a huge sliver board state. Arcades and slivers just don't seem to work together.
Additionally, many of your lands are expensive and completely unnecessary, like Tropical Island , where you pay a $315 premium just so you don't need to wait a turn to tap that mana. Just use Thornwood Falls .