|Commander / EDH||Legal|
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|Premium Deck Series: Slivers (PDS)||Common|
|Future Sight (FUT)||Common|
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Creature — Sliver
All Sliver creatures have frenzy 1. (Whenever a Sliver attacks and isn't blocked, it gets +1/+0 until end of turn.)
Frenzy Sliver Discussion
5 months ago
Enchantment - Saga
~ has the colors of the colored mana spent to cast it.
& : For each color, each player sacrifices a monocolored permanent of that color.
: For each color pair, each player chooses a permanent they control that's exactly those colors, then draws a card for each permanent selected this way.
Seemed like the obvious one nobody had done yet
My bad on fury, I was thinking of Frenzy, as in Frenzy Sliver .
Make a Historic Card
1 year ago
Hmm...so this is a pet peeve of mine so take it worth a grain of salt but -always make your deck description as detailed as possible. As I'm looking at your deck and what you wrote here my only guess is that your game plan is to swing wide, and swing often. However, your deck doesn't seem to exactly have alot of focus to that end. You include some slivers with parasitic mechanics and/or (in my opinion) don't function well when there is only a "one of":
These Slivers are bad inclusions in an EDH deck because their abilities don't have much direct interaction with the other creatures in your deck. Additionally, when there is only one copy of them out on the battlefield their presence doesn't really make much of an impact - case in point Frenzy Sliver. With only one in play, your Slivers will only deal +1/+0 if they get through. That's it. If you had 4, that changes dramatically to +4/+0 - forcing the opponent to always block if possible. Can you honestly say that there is a situation where you would want to tutor for one of the previously mentioned creatures? Again, this is all my own opinion - but I would cut these Slivers for additional spells or permanents that could support you, but more on that later.
The inclusion of non-slivers is a bad choice given your commander. Overlord is designed to enable you to tutor for whatever answer you need. If that answer isn't a Sliver and is a creature - then what's the point of having Overlord as your commander? Speaking of lack of inclusions - why not have Amoeboid Changeling? It's a Sliver, and it interacts directly with Overlord's 2nd ability enabling you to steal enemy commanders. That's more of a control oriented play, but is a Overlord staple.
I'm starting to think that maybe you should swap out commanders for ether Sliver Hivelord or Sliver Legion. Your deck, as it is currently built seems to support a more aggro playstyle - which is completely viable within Slivers. Including the previously mentioned, I would cut the following cards:
- Reflex Sliver - This is an exceptionally horrible card. Never use this. Ever.
- Spitting Sliver - This is also an awful card.
- Hunter Sliver - This card is only relevant if you have both Striking/Bonescythe Sliver + Venom Sliver OR Sliver Legion on the board.
- Belligerent Sliver - Menace is okay, but the more CMC efficient version is Two-Headed Sliver. Again in my opinion, this is only relevant with Striking/Bonescythe Sliver + Venom Sliver OR Sliver Legion on the board.
Now, what cards do I think you could use?:
- Aphetto Dredging - Another possible (and budget!) option for recursion.
- Shared Animosity - Feels like more of a "win more" card, but it's a one sided aggro Coat of Arms. Worth trying in my book
- Door of Destinies - In tribal, an absolute beast of a card. Definitely worth trying out.
- Herald's Horn - a cheaper Urza's Incubator that lets you Scry. A great include, but if you also have a Urza's Incubator, then why not both?
- Synapse Sliver - if you're going to be attacking alot, why not try and get some cards out of it?
- Blur Sliver - infinitely better than Reflex Sliver. Why would you not choose this over that?
- Magma Sliver - A Sliver that compliments a more aggressive play style. Great for getting past pesky Propagandas and Ghostly Prisons.
- Armageddon - this is only of use to you when you have a "Soft Lock" on the board in the form of Gemhide Sliver and say - Sliver Hivelord + Crystalline Sliver. Losing lands would be a minor setback for you - a major one for your opponents.
- Diabolic Tutor - it's a budget Demonic Tutor. What else can I say?
- Enlightened Tutor - a bit on the pricey side, but having more tutor options is never wrong.
- Triumph of the Hordes - an alternate wincon for a deck that likes to swing wide. Worth including if you can afford it.
- Horned Sliver - Trample. For a deck that wants to swing wide, sometimes you just need trample.
Sorry to write you a whole book lol, but those were my thoughts. Please let me know what you think and when your tournament is. I look forward to your response! Also, here's a +1 for you!
2 years ago
2 years ago
well first off, Crystalline Sliver and Muscle Sliver are not modern legal. So that would be the first place to start :P Luckily, Muscle Sliver can be easily replaced by Sinew Sliver. There is not a super good direct replacement for Crystalline Sliver though. You also have some slivers that are somewhat sub-par. I would look to take out Venom Sliver (or at least reduce the number -- they are pretty meh in multilpes), Fungus Sliver, and probably also both Sliver Legion, and Sliver Hivelord. Chromatic Lantern also does not seem super needed if you have the manabase. Granted a good mana base is not the cheapest thing in the world. Crazy how fetchlands and shocklands can add up!
Slivers I would consider adding in place of the above cards are Blur Sliver (1 or 2 of), Darkheart Sliver, Necrotic Sliver, Diffusion Sliver, Sedge Sliver, Sentinel Sliver (super good as a 1 or 2 of), Frenzy Sliver, Sidewinder Sliver, and Syphon Sliver (1 or 2 of). Support cards I would evaluate are Collected Company, and Aether Vial.
3 years ago
Here is a breakdown of your current list, and some cards that might prove to be better:
Battle Sliver - 5 mana for +2/+0 is ok, but 1 mana less, you can put out a Predatory Sliver and a Sinew Sliver, getting +2/+2. Arguably, Sinew Sliver does give all slivers +1/+1, but I haven't encountered many sliver decks in tournament play.
Blur Sliver - 3 mana to give all of your guys haste, perfect cost, comes into play and can be used right away, definitely a good addition to a sliver deck.
Diffusion Sliver - A 2 mana counterspell for spells and abilities for all slivers that stacks. This is a great addition to the deck, as the earlier it goes down, the more protection it offers.
Frenzy Sliver - This is an interesting card, I personally don't like because it relies on the variable of my opponent, and I don't like to leave things to chance, but I can see why you might use this. I would rather had the sliver lords Predatory Sliver and Sinew Sliver as first picks, because it is a guaranteed +1/+1 no matter what. So this comes down to what is strictly better, the guarantee or the maybe?
Galerider Sliver - A one drop that gives all of your guys evasion, this is an auto include of 4 copies, hands down. This comes down turn one and if left unanswered, wins games, and even in the late game, it can turn the tide to your favor.
Gemhide Sliver - Strictly speaking, Manaweft Sliver is the better choice, I'd take 4 of those, which will help round out your mana needs, and I might sideboard one or two copies of Gemhide Sliver for the matches were you need more mana production.
Groundshaker Sliver - Personally, 7 mana is way, WAY, too slow for modern in my opinion, and most modern players' opinions as well. Trample is nice, but the Lords give you more faster, so while I can see why you might use this, there are way better options out there.
Homing Sliver - This is a great card, but I wouldn't run more than 2 copies myself, and these would be strictly sideboard for when I need to fetch something specific to cripple an opponent's deck. Otherwise, it's a slow tutor, but it can still be relevant main board.
Leeching Sliver - Speaking strictly CMC, it is not a bad option, but you still need to swing in to get the benefit of the ability. It has merit, but it wouldn't be my first pick, if you are swinging in already, you'll do more damage with a sliver bolstered by lords, although, this could work to do the last couple points of damage you need. I'm on the fence about it.
Manaweft Sliver - 4 of in the mainboard, no question, mana fixing/ramp for days.
Pulmonic Sliver - 5 mana is a huge investment for a card that is going to just put cards on top of your library, which may or may not help you. I personally think it is too slow for modern, but with ramp, it might be something you could try. Personally, I'd rather 4 Galerider Slivers.
Sentinel Sliver - Vigilance to all slivers for 2 mana is amazing, swing in with vigilance, and then tap those creatures for mana for spells, other slivers, or whatever.
Sliver Hivelord - This screams singleton mainboard, because of the high cost. The legendary rule means 2 in hand is a dead card. Maybe one main and the other side board?
Steelform Sliver - Both sliver lords cost 1 mana less and give +1/+1, just more efficient than this card.
Striking Sliver - This is a great combat trick. Use AEther Vial or Collected Company to get this in during blocks, and boom, you could board wipe your opponent completely. Functional, but this would be one of my last picks as there are so many other good cards. If you got the room for it, include it.
Venom Sliver - I personally don't play defensively, as modern is often referred to as the 4 turn format, usually I want to be winning by then. I can see the merit of this card, but only as if you are on defense, not on offense.
Ancient Ziggurat - This is good only for creatures, so AEther Vial, Collected Company, or activated abilities can't benefit from this card. So it is good in a way, but in a very narrow sense. Cavern of Souls is still a much better, pricier option.
City of Brass - An interesting choice, but personally, the life loss might become significant against RDW (Red Deck Wins) style decks. A cheaper alternative, but I still think Cavern of Souls is better.
Mana Confluence - See Above.
Sliver Hive - An auto include 4 of in the deck, mana fixing for slivers and the token generation is great too.
Temple of Mystery - Tapped lands are too slow for this format. Shock lands are better.
Celestial Flare - I love this card, but not in this deck. Necrotic Sliver is the better choice as it removes any permanent, including lands. So for one more mana, you can remove anything that is on the field.
I hope this breakdown helps clarify choices, and gives you some ideas to work with. Good luck and may the hive prevail!
3 years ago
Any suggestions on my build?
3 years ago
If you're going Green and White, you'll need 4 of Predatory Sliver and Sinew Sliver since their effects can stack. Also, take out Virulent Sliver. It is not infect, it is when they deal damage the opponent also gets a poison counter. You would need to hit them 10 times to kill them. They should be dead by that point unless you're only attacking with 1/1s, which means you should be dead. I recommend having a third color of black because of Leeching Sliver, who is another sliver whose ability can stack. Also, you get a great sideboard card in Crypt Sliver, Darkheart Sliver, and Necrotic Sliver. Frenzy Sliver and Syphon Sliver are also good options to use.
3 years ago
You can very easily cut Harmonic Sliver for Aura Shards which is only a may. Though personally I've found that something as simple as Nature's Claim is enough. Typically you shouldn't be dealing with that many artifact/enchantment threats that you need a high level of artifcat/enchantment removal. Plus you also have access to Necrotic Sliver anyway, who is the better removal source.
As for the topic at hand, the number of colourless lands in a five colour deck can vary on a few different things. Fixing through mana base is one thing, however including more ramp is also another thing to consider. You could very easily cut a decent chunk of slivers without affecting the core functionality of the deck. The few which immediately come to mind are Ghostflame Sliver, Firewake Sliver, Screeching Sliver, Quilled Sliver, Frenzy Sliver as well as cards like Amoeboid Changeling (I know why he's there, I just don't thinkhe's any good) as well as cards like Spirit of Resistance which could be culled in place of more effective ramp.
Once you're able to get a full cycle of shock lands (Breeding Pool, Blood Crypt, etc.) then you can take advantage of cards like Nature's Lore, Skyshroud Claim, Farseek and the like to tailor your mana base so it is easier to fix. Then you can lean our land base to having more green than the rest and you can introduce a quite a few colourless lands.
Card advantage is another thing worth taking into consideration. The better the deck's card advantage is, the more likely you will be able to draw into fixing.
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