Creature — Sliver
Whenever a Sliver deals damage, its controller gains that much life.
Printings View all
|Time Spiral "Timeshifted" (TSB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Essence Sliver occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Essence Sliver Discussion
2 months ago
Starting from the Premium Deck is a pretty good place to begin crafting slivers and it's what I did myself and have been playing slivers for a number of years now.
Now for quite a lot of suggestions and thoughts that I hope will be helpful for you
You really don't need Mana Reflection in slivers or most other decks for that matter. It's really a "win more" kind of card and if you're doing well enough that you have the 6 mana to burn on it you're probably better off just dumping more slivers into play or tutoring for slivers that will allow you to win the game with your Sliver Overlord. If you're using it to go infinite and win with Sliver Queen then your Mana Echoes will provide the same effect for that combo but either of the 4-cost token doublers can also work. Anointed Procession Parallel Lives
You also don't really need bombs like Ulamog, the Infinite Gyre, when you can spend less mana on more creatures that generate more value, putting 11 mana into a single creature will feel kind of bad. Also, a 10/10 among a board of 20/20 unblockable, vigilant, double striking, lifelink, flying, deathtouch, trample, etc. creatures isn't going to provide much of a bonus, it actually ends up being less of a threat than the rest of your board. Plus, if it gets countered, you’re down 11 mana whereas if somebody counters a sliver then you’re down like 2-4 mana and can still play more slivers.
Mycosynth Lattice opens up your entire board to artifact removal (including your lands) you may want to reconsider this include as it doesn't really provide any benefit to you for all the risk that comes with it.
Sensei's Divining Top may not be as useful in a deck where you have as many tutors as you do and your commander can tutor all your value pieces since you’ll probably be shuffling your deck a lot.
Amulet of Vigor doesn’t actually do that much for you, out of all your permanents there is only one that always enters tapped, Vesuva. With the number of shock and check lands you run, you probably do not need this and can use this slot for something else. (I get that it also works with Cryptic Gateway but without a source for card draw, you’ll run out of slivers to play quite quickly anyway)
Crystalline Sliver turns off any and all "target sliver" abilities like Crypt Sliver and Magma Sliver (You also won’t be able to steal things with Overlord). If you find yourself subject to frequent spot removal and need to bring Crystalline out often to protect your Slivers you can at least keep the regenerate ability with Clot Sliver or Sedge Sliver
Harmonic Sliver can potentially ruin your infinite Token Queen combo as the pieces that enable that combo are all artifacts/enchantments and this sliver’s ETB is not a ‘may’ ability. You must destroy something if there is a legal target on the board so you would end up destroying your Training Grounds, Mana Echoes, etc. If you still want this ability I would recommend swapping this with Aura Shards as it is the same ability with the same trigger but it is a ‘may’ ability and you can choose not to destroy something.
Hibernation Sliver is one of the best slivers for avoiding removal. Paying 2 life to protect any sliver from being destroyed, exiled, stolen, etc. is very useful
Dormant Sliver It’s fairly easy to dump your hand when playing slivers but this leaves you with an empty hand and not a whole lot of options. Very good for keeping your hand full of slivers to play. Defender can be a problem but who says you have to attack to win with slivers ;)
Screeching Sliver alternate win, tack this onto infinite sliver tokens combo from the Queen to mill out your opponents. Good if locked out of attacking for some reason
Lavabelly Sliver another non-combat win with Queen combo
Homing Sliver another way to tutor for any sliver you need besides Overlord’s ability
Mesmeric Sliver only card with Fateseal in the game, great for controlling your opponent’s next draw. Force them to only draw lands or maybe give them no lands at all.
Necrotic Sliver having spot removal for any permanent on every single one of your creatures is terrifying a very valuable. Strongly recommend this as an include.
Shadow Sliver I have never encountered anyone playing creatures with Shadow in EDH in all my years of play. This most certainly will let you get through and hit face to win a game, just make sure you kill all your opponents or get rid of it after combat as it leaves you with no blockers
Virulent Sliver I know there are mixed feelings about poison counters in the magic community but hey you get 2 counters on someone with double strike creatures.
Fun and Useful Tribal Cards for Slivers
None of these are particularly pertinent includes and some came with the Premium Deck, but these are just some Tribal cards that I have used over time while playing with slivers. Some I still use and some I do not.
Kindred Summons, Wild Pair, Herald's Horn, Coat of Arms, Kindred Discovery, Descendants' Path, Patriarch's Bidding, Kindred Charge, Vanquisher's Banner, Distant Melody, Kindred Dominance, Living Death, Primal Surge, Harsh Mercy, Door of Destinies
Slivers can be a lot of fun to play but keep in mind that they are very aggressive and can draw a lot of hate from your opponents. Players that have experienced playing against slivers are likely to counter your high-value creatures like Gemhide or Queen and will try keeping your board as small as possible since slivers win by swarming and overwhelming your opponents. I have found that this can be mitigated somewhat by changing your commander since slivers have 3 good options. Sliver Overlord, Sliver Queen, and The First Sliver.
Overlord and Queen are quite similar as they both conducive to trying to hit Queen’s infinite combo as quickly as possible but I have found that Queen tends to make people more nervous than Overlord does since you can create a wide board very quickly with her. Not only that but if you are relatively uninterrupted then silvers can combo out relatively consistently by turn 4 or 5 (depending on how lucky you get). If you like a combo victory, then that’s great, but the combo has very little variance and I personally got bored of it after playing it like that for so long.
Using The First Sliver as your commander is a whole lot less consistent if you’re going for combo but overall I’ve found it to be significantly more fun to play as I can sometimes rip 3-4 slivers for free off the top of my deck. The win is the same with overrunning your opponents but not using an infinite combo every time was very refreshing.
Hopefully you find some of this helpful, slivers are my all-time favorite tribe in mtg and it was great to see them get some love in Modern Horizons.
3 months ago
@The_Munchkin: Sol Ring's exclusion was less of an oversight and more of a "I shouldn't need it" at the time when I originally made the deck. Colored mana production was at a premium, but I'm open to trying it out and cutting one of the redundant slivers like Essence Sliver to see if it's impactful enough. (it's likely to be)
Cascading Cataracts is there as a means of making 5 colors in the event that the Magic gods have seen fit to screw me on colors, but I still have access to enough mana to make use of the land and get the 5 I need. While not having all 5 colors by turn 5 is a rarity, it's insurance for that, if nothing else.
8 months ago
Lavabelly Sliver + Sliver Queen + Basal Sliver = Death by Boiled Eggs. Pay to activate the Queen 's ability creating a Sliver Creature Token. That token will have Lavabelly 's ETB effect, allowing you to target a player for 1 point of damage. Sacrifice the token using Basal 's ability generating which will be used for...yes you guessed it - another activation of Sliver Queen 's ability which will result in another activation of Lavabelly 's ability. Repeat the process of creating and sacrificing Sliver creature tokens until all would be egg-touchers are dead. That's a solid 3 card combo that's entirely tutor-able by the commander alone - that's why you should keep the Lavabelly .
Syphon Sliver = now, this is entirely dependent on how SHINOBIofFATE wants to build their deck, as this card would be valuable in an aggro focused Sliver deck - combine this with Essence Sliver + Bonescythe Sliver and you get not 1, not 2 but 4 triggers of lifelink per attacking Sliver. (technically, it's 2 triggers of lifelink, and 2 triggers of "Whenever a Sliver deals damage, its controller gains that much life." - if you're thinking "well didn't they errata that?" NO. You are wrong. This is an ability unique to Essence Sliver .) However, if they're going to pursue a Control oriented deck...then yeah, I'd stick with that cut.
10 months ago
This is a bit of a long one, but I'd like to respond to all the comments haha,
Love the deck name. The First Sliver is very fast and can be brutal when the opponent can't blow you out. Swarming the field can be enough to slaughter your opponent if its 1v1. It's definitely much harder if your partner has killed your commander 3 times and forced it to become 11 cmc! But of course, still very good.
In non 1v1 it could be harder, but then it could be still ok as well, depends on the meta and the politics in the play group. I never realised how important politics were until I played one of my other favourite decks: Queen Marchesa . Sometimes I face 1 control deck and 2 other aggro decks and I find that we all team up to take down the control deck because it can easily blow us all up with an Evacuation or Cyclonic Rift . In a meta full of other aggro decks, sometimes I find there are more threatening challengers, e.g. Edgar Markov which can start of WAY faster, Maelstrom Wanderer which can just win in a single turn, and Reanimator strategies which summon giant unstoppable threats. In a full combo meta, you might find that you get a lot of support if you make deals with people to assist in taking down a combo player. One of my friends was playing Kess, Dissident Mage storm and everyone countered his boardwipes so I could get in to finish him before he went off. Certainly where no one plays politics, you will seem quite threatening because you're the 'sliver' guy (definitely a dirty word). The First Sliver is very threatening, but it has some weaknesses (e.g. board wipes) and may be portrayed as more 'dirty' than it actually is. If you make it clear what your weaknesses are, play it patient + look for windows where you can surprise kill people, and make it clear that you play a role in keeping the peace (that you're valuable to keep alive), it won't be too bad and people won't see The First Sliver as THAT big of a threat (albeit still a threat haha). When you attack, share the love. When you go in for the kill, be sure u can kill them dead.
I hope you have fun at the LGS! I'm actually overseas on vacation at the moment, but in July I'll be back at my LGS and keen to slam some games with this deck.
Thanks for the constructive criticism; I don't think it's negative at all and very useful. I hope I get more comments like this. I'll try to address all the points, please let me know if I missed anything!
- Hitting 5 mana consistently
You'd be surprised at how often the deck is able to get to 5 mana. I based the land count off my predecessor sliver lists, though after play testing, I found that 35 was good myself. We don't really thin the deck of lands so we draw lands quite a lot. If worse comes to worse, you might need to mull, but as soon as you hit 5 lands you can do much of what the deck was designed to do.
We have ramp in the form of Manaweft Sliver , Gemhide Sliver , Cultivate , Kodama's Reach , Herald's Horn , Urza's Incubator and even 2 pseudo-power cards as ramp (as well as ways to search for them/draw them). But you're right about the lack of ramp. Hence, I've I mentioned in one of the previous comments (#10) that I'll be trying to add more "ramp/rocks to ensure consistency as well as enough mana in the late game". Ultimately, however, I do want to minimise the number of non-sliver cards. The gimmick of this deck just aims to cascade as much as possible and play the pseudo-power cards. We don't risk cascading into ramp by accident, which is what I didn't like about my Maelstrom Wanderer deck, so the ceiling is high, but there is the trade-off.
The deck seems to do fine in getting to 5 from what I've seen, though I'll report back after further tests. Even if it doesn't hit 5 lands on 5, it doesn't mean doom. The deck is admittedly quite glass cannon regarding lands, though by virtue, it also has a high ceiling. Maybe after testing more, I'll go up to 36, but I will need to find room for that extra land. I'm considering even putting in utility lands (see comment #10) which will grind us advantage while also adding to the land count.
Much of the lands come in tapped yes, but in the guide I wrote that this was a budget mana base. I also suggested to use fetches, shocks (and even duals) if you had them available to you. The lands will come in tapped in this build, though if you sequence correctly it should not be too much of a hindrance.
Ultimately, I keep my low land count because: As you said I mentioned, the deck is fast. For the most part, 5 mana is all you need to go off because you'll be casting multiple slivers off each trigger (we also have acceleration cards that allow free casting, such as Descendants' Path and the hideaway lands, so we can do more with less mana). This low count also ensures you draw as most slivers as possible.
- Recasting the commander
You are completely correct in noticing the weakness in The First Sliver being removed and being hard to be recasted. In comment #4 I stated that after play testing the The First Sliver became widely feared and was likely to be removed. Therefore I suggested to add in Diffusion Sliver . The idea is to either have enough lands or play protection before you cast The First Sliver (for now, but, as I mentioned, I definitely would like to try tech in more ramp, though what we have now is not too bad). Also, you have to be aware that as soon as you cascade a few times after, you're very likely to hit Mox Tantalite and Lotus Bloom which will keep you in the game until you hit more lands and the card draw engines (including Ancestral Vision ) will draw you into more.
As for protection, I consider cards that leave The First Sliver 's casting cost at 5 as protection as well (I probably should have been more clear about this). As long as you can replay your commander, it can do its job. These include: Crypt Sliver , Hibernation Sliver , Frenetic Sliver , Pulmonic Sliver , Sliver Hivelord , Ward Sliver , Crystalline Sliver and ways of searching. Sometimes these slivers will be situational (e.g. some cannot defend against exile effects), though patience and not presenting yourself as a threat before getting these cards out is the key. Sometimes you just need to play without The First Sliver abit. You can also let your commander go to the grave and use Graveshifter or Volrath's Stronghold .
Again, there are also other utility lands which I want to tech in (see comment #10) which will act as recursion after The First Sliver dies. In saying this, I avoid non-sliver protection spells for the same reason I try minimise ramp spells: ending the cascade chain. Also, I would rather draw slivers or non-sliver cards that accelerate us in the late game + while some of the slivers I mentioned account for board-wipes, the non-creature shroud/hex proof cards will leave you with no slivers to protect after a wrath.
Thanks for the feedback! I'll definitely test with more ramp and lands for sure.
This is an interesting suggestion, I haven't really considered it. Though there seem to be some downsides.
Aetherflux Reservoir could be good as we cast so many spells off cascade. This can lead to finishing opponents off early. However, we don't cast enough spells to gain us up to 111 life (assuming this is a standard game with 4 players and everyone at 40 life, leaving us at 1 after Aetherflux Reservoir ). Based on the triangle number sequence, if we cast 4 creatures we will deal 10 damage. If we cast 5 (the average) we will deal 15 damage. If we cast 6, we will deal 21 damage. This will take at least 6 turns to get to 111 life, by which the opponents will have destruction for the Aetherflux Reservoir and we can't protect it, lacking any counters in the deck (a bit too glass cannon?). We are also so aggressive that we can normally already kill under 6 turns when we do go off. Because the lack of defensiveness this deck has, we will also be taking a lot of damage from other aggro decks. This will be worse for us if we play Aetherflux Reservoir , because we will likely become more archenemy than we already are; we can definitely take out 1 or 2 players, but our life will be too at risk from the last player. This also encourages going all out with casting our hand, which may cause us to over-extend and blow out.
This may be assisted by Essence Sliver though such may be a bit inconsistent. Furthermore, it's a risk to cascade into it and is a card that we don't necessarily want in the late game, having cast everything we have already.
Though again, my theorising is all on paper and I might give it a try? In practice who's to say it won't work? With aggression from our deck we may not even need to reach 100 life. Very interesting suggestion.
- Thank you all for the feedback! I like constructive criticism and will continue to improve this build.
1 year ago
My advice is to stick with a White and Green deck, you have the base slivers there like Sinew Sliver, Muscle Sliver, Brood Sliver, Horned Sliver, Bonescythe Sliver, Gemhide Sliver, Ward Sliver, Might Sliver, Manaweft Sliver, Essence Sliver and Sidewinder Sliver there, plus some more but these are the greatest ones for me. With them you can splash more colors to use Crystalline Sliver, Necrotic Sliver, Sliver Queen, Sliver Legion, Sliver Overlord and Sliver Hivelord, which are the ones with most value in my opinion outside Selesnya colors, although there are some good ones too in Blue and Red. Metallic Sliver is a good and cheap body but with no abilities of its own. Also get non-creatures spells that allow you to draw, tutor or fix your hand/deck for more creatures, as well as things to protect said creatures from boardwipes and individual kill spells. Check my sliver deck to get a more accurate idea of what I'm saying please Merciless Aliens
1 year ago
OP_Sigma I love the list. Great manabase, I have hardly any criticisms there. I do have one question though: why the inclusion of Urborg, Tomb of Yawgmoth? It's not like you're hurting for . I'd probably sub in something that produces , as you're going more control you'll want more access to that mana. Compared to my list you also chose to go a little lean on Slivers, removing Essence Sliver, Dormant Sliver, Homing Sliver and Basal Sliver. From these omissions it looks like you're going for a more aggressive strategy - potentially playing your commander a little sooner to get in that damage. I always think that Dormant Sliver is a great inclusion, but maybe Synapse Sliver would be more your speed?
This is an excellent build. I look forward to seeing what additional tweaks and adjustments you'll make going forward. +1 from me! I can honestly say that The Queen approves
2 years ago
One of the biggest lessons I learned since I first started playing Commander/EDH, is the first thing you need to ask yourself when choosing a commander is "How can I exploit this commander?" Avacyn, Angel of Hope is a powerful card on its own, but it can turn the card Armageddon, from destroy all lands, to destroy all lands but your own. It's things like that that make a deck strong. Lyra in particular is strong with a card like Exalted Angel. The reason why is because the wording of the card means it technically has lifelink, without counting as lifelink. So if Lyra is out, the Exalted Angel gains twice the life of damage done. I learned this playing Essence Sliver and Syphon Sliver, I like slivers.
Speaking of which, you should make full use of your commander's abilities and have more angels. You have quite a few removal spells, it would be a good idea to combine removal and control with angel creatures ie: Sunblast Angel, Angel of Deliverance, or the aforementioned Angel of the Dire Hour. Magic is a game of making the most use out of each card you have. Linvala, Keeper of Silence is also a good card to have. It can shut down entire decks, without interfering with your own (Seeing as how angels rarely have activated abilities).
If you want to see more examples of this stuff you can check out my own personal mono-white deck: Blood for Sword, Sword for Blood or any of my other decks.
I hope this helps. I think building a deck to honor your mother like this is really awesome :) I wish you the best on your journeys to come.
2 years ago
I love slivers more than most players. It seems like your deck has a lot of slivers in it, which is good, but I feel like in some cases you need an reason to put it in besides the fact that it's a sliver. I run a bizarre kind of sliver token deck though, so in mine, I only run 17 or so slivers, so take everything I have to say with a grain of salt.
Slivers that aren't that great:
- Blade Sliver
- Dementia Sliver (I guess if you like it, you should keep it)
- Essence Sliver (this one sounds nuts, but I run Aura Shards over this, simply because it's strictly better. There is the fact that you can't tutor for it with overlord, but for me, I have the problem that essence sliver doesn't have "may," so sometimes I end up killing a lot of my own stuff. Still there's an argument to be made for it.
- Screeching Sliver (I just don't know why this card is in here. It seems like a pretty non-synergistic effect. I also feel like even if you had a lot of slivers, it would take you an ass ton of time to mill someone out by tapping them all in EDH)
Other things to take out:
- Staff of Nin (I like this card in mono-red, but that's about it. since you have access to all the colors, there's a huge amount of cards you have access to that are just better than this card. Find something that works well with your deck. I like Fecundity, but I'm in tokens. There's a lot in blue that are great. Mind Unbound will draw you a lot of cards (a lot more than the staff). and has the same CMC, but it does have double blue. I even like Phyrexian Arena in this deck.
- Hive Stirrings. (I'm in sliver tokens and I don't really love this card. Just a lot of other effects i'd rather have for 3 mana. Maybe a Mirror Entity or an Phyrexian Arena)
- Venser's Journal (I love this card, but not in this deck. I just feel like there's not enough card draw, hand size shenannagins to make use of this card. If you added like 10 more card draw spells then sure, good pick)
Stuffs to Add:
(Note: given the sliver legion and queen, it seemed like money wasn't much of an issue, so some of these picks aren't exactly budget)
- Brood Sliver (Where is this guy? seriously, he's great.)
- Cryptolith Rite (take out Springleaf Drum. Cryptolith Rite costs one more and is strictly better.)
- Amoeboid Changeling (I think I know what you're going for with Unnatural Selection. If you want though, you can even tutor it out, since amoeboid is a changeling and therefore a sliver. I only do this when I feel like I absolutely have to or I feel like being a dick. depends on your meta, but I try not to overuse this ability too much.)
- Crypt Sliver (just...yes....)
- Crystalline Sliver (this has a downside if you need to target your stuff, so don't drop it unless you need to. I feel like this is a better slot in than blade sliver or some of the lower end pumps. If you need to, only play him when you already have a sliver with a sac outlet on the battlefield)
- Mesmeric Sliver (depending on how many slivers you can drop, this gets pretty nuts. just always make opponents draw land.)
- Shifting Sliver (THIS MUST GO IN. Like seriously though. just drop this and win.)
- Coat of Arms (Most EDH decks only have access to one of these effects, but yours can have access to two with sliver legion in the deck too. I know this pumps everyone's tribal, so just have more of your tribe and you're good. Also you only have to drop this when you want to swing for lethal. Might be a good slot instead of Venser's Journal or something.)
Some nuts busted cards:
- Cryptic Gateway. (this is nuts. I love it)
- Cauldron of Souls (this is a super underrated card. When I go in and retune my deck, this is going in)
- Wild Pair (since you like cryptic gateway, you might like this card. didn't make it into mine, because i'm pretty low on slivers, but slivers always have the same power and toughness, making it really easy to use this card.)
Great deck. I'd love to hear what you think of my sliver tokens deck. I haven't tweaked it in a while so there's some obvious slot in's from Ixalan at least that need to go in. http://tappedout.net/mtg-decks/make-tokens-great-again/
Thanks for sharing :)