|Commander / EDH||Legal|
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|Time Spiral (TSP)||Uncommon|
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Creature — Sliver
All Slivers have "When this permanent enters the battlefield, destroy target artifact or enchantment."
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Harmonic Sliver Discussion
3 days ago
i've been using slivers in modern for over a year now, and would never dream of taking the 4 Harmonic Sliver out of the sideboard. my local meta has a decent amount of people who use artifacts and enchantments. Harmonic Sliver isn't really a maindeck card, but its easily one of the best sideboard slivers.
4 days ago
Also (whilst I'm thinking about it), wouldnt the Harmonic Sliver just end up potentially destroying the Aether Vial cards. If there is no enchantment or artifacts in play, it will have to target my own.
1 week ago
IMO we sideboard much better if we consider what our opp is going to sideboard in, than if we only consider their mainboard.
A good example might be Slivers vs. UR Control. No matter what happens Game 1, we know our opp is going to bring in Blood Moon post-board and mulligian for them aggressively because they're really good against us. Do we bring in extra Manaweft Slivers or Harmonic Slivers if we've got 'em in the side? Maybe, maybe not. But we should at least consider it.
2 weeks ago
Thanks for the suggestions Bchong! I appreciate your thoughtful critique of my deck.
I think you're right about the mana curve being too high for competitive play, though I'm not sure about which cards to replace to lower the curve.
Reclamation Sage is now mainboarded, replacing Harmonic Sliver. I will look into getting a Nature's Claim. As for Nature's Lore and other 1 for 1 cards, I have a hard time wanting to include them. Signets and talisman's I will look into adding later, though right now the deck seems to work very well.
I will keep Vedalken Orrery for now, but might take it out later. Fatespinner I will not be including as Stonehorn Dignitary does exactly what i want it to, and has stalled my opponents out giving me enough time to win in many games.
I get where you are coming from with the Command Zone not playing competitively against tier 1 decks. I don't play against tier 1 at my LGS or my playgroups either. I like how it plays now, it wins most games I play, but I suppose if I were to go against faster leaner decks that combo'd out turn 4, then I would need to change many of the things you suggested.
3 weeks ago
cdkime is just blatantly wrong when saying Gemhide Sliver or Manaweft sliver are "not fast enough for modern". they are part of what makes the deck fast in the first place. there have been many games where i've Aether Vial'd a Manaweft Sliver into play turn 3 and been able to cast Collected Company. they also combine really well with Sedge Sliver. with both in play, you can use a sliver to block, then tap it for black to regenerate itself. he's also wrong about cards with a cmc over 2 (he contradicts himself anyway by then saying use Necrotic Sliver). you don't want anything with a cmc 4 or more, so you can use Collected Company, but a cost of 3 is fine. Sedge Sliver and Syphon Sliver are great, and Harmonic Sliver should definitely be in your sideboard. Blur Sliver makes the deck crazy fast, especially when combined with the mana slivers that cdkime doesn't like for some reason. Phantasmal Image can copy your P/T boosting slivers, or your Diffusion Sliver/Harmonic Sliver.
if you run Collected Company you want 24 lands, and you'll need some fetches/shocks to ensure you have a swamp for Sedge Sliver. if choosing between rainbow lands like Cavern of Souls/Unclaimed Territory/Sliver Hive/Ancient Ziggurat, only choose 1 of them. they can't produce green for Collected Company, or black to regenerate with via Sedge Sliver, they dont count as a swamp to get Sedge Sliver's +1/+1 active, and they can't produce blue for Phantasmal Image. thats 4 crucial things the deck needs. with proper fetches and shocks, you won't need the extra rainbow lands for color fixing and Syphon Sliver can heal off the damage
heres my own list that i've been taking to modern for a while now, that people at my LGS hate playing against. i've played hundreds of games with it and could probably count the number of times i havent had the colors i've needed on one hand.
SCORE: 2 | 2 COMMENTS | 292 VIEWS | IN 1 FOLDER
1 month ago
Just put in actual ramp instead of increasing your land count...35 lands is like the max you ever want to go above unless you know what you are doing. So put in all the mana dorks that you can. Edric, Spymaster of Trest is a fantastic card it protects you from getting swung at and you can draw cards off of it. In every deck unless you know to otherwise you need to ramp all of the Signets like Simic Signet and every possible talisman like Talisman of Progress.
and if you are going to be running ramp from lands... use cards like Nature's Lore ... getting from 2 to 3 lands in more important than 4 to 6
You have a lot of individually powerful cards but your overall curve is way too high. If you ever play semi-competitively and your average CMC is 3.98 then you will have already lost before you even get to play your first card. Letting most decks do what they want for 4 turns then its a great way to lose to some combo deck.
Also Command Zone don't know what they are doing they suggest cards which are super strong in causal games but have no viability at all in even semi competitive environment. Also try and take out all of your tap lands... phase them out as soon as possible they really hurt your ability to play the game.
1 month ago
if you're using Collected Company you definitely want 24 lands. also, 4 each of Mutavault, Sliver Hive, and Cavern of Souls is far too many lands that can't produce green for Collected Company, black to regenerate with via Sedge Sliver, or blue for Phantasmal Image, which you should also have because it can copy your P/T boosting guys, or your Diffusion Sliver/Harmonic Sliver. i'd strongly recommend cutting it down to just the Caverns. 4 Manaweft Sliver and 1 Gemhide Sliver is too many mana dorks. as a general rule, you don't want a playset of any sliver whose effect doesn't stack. the only real exception i've found is Syphon Sliver if your local meta has a lot of burn decks, or even certain combo decks like storm and ad nauseam. definitely want 4 Diffusion Sliver in that sideboard, if not your mainboard depending on your local meta.
1 month ago
Hello! Great idea for a deck! I like that nothing can stop you from casting creatures! Good way to get them out there. Now I would suggest some cards to keep them in play like Asceticism or something similar. I liked the idea of it so I tested your deck against my commander I'm working on and it just ate at your permanents. I used Harmonic Sliver, Hunter Sliver, Megantic Sliver, and Burning Sands in my first few turns. Which every time I attacked I forced your creatures to fight a stronger one. When that happened, you lost a creature and had to sacrifice a land. I did lose my enchantment and a land in the end but it did far more damage. So all in all, look into not just ways to get cards into play, but also ways to protect them if you're building a deck to play a ton of cards.
Have a good day and game on! :)
Link to my EDH Sliver deck: http://tappedout.net/mtg-decks/04-04-18-sliver-edh/?cb=1523724253