Heart Sliver

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Premium Deck Series: Slivers (PDS) Common
Tempest (TMP) Common

Combos Browse all

Related Questions

Heart Sliver

Creature — Sliver

All Sliver creatures have haste.

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Heart Sliver Discussion

cdkime on Five Color Slivers

1 week ago

As I mentioned on your thread, and as alias42 mentioned above, this deck does not meet the requirements for Standard, for which you currently have it labeled. Upon closer inspection, it does not seem to be Modern-legal either, though you can probably make it Modern-legal with a few changes. Specificall, Heart Sliver and Shifting Sliver are not Modern-legal. There might be others, but those are the two that immediately jump out at me.

Some general deckbuilding advise that will apply to all formats:

Lands that enter the battlefield tapped are bad, as they put you a turn behind. Transguild Promenade in particular is awful--not only do you not gain an extra land on the turn you play it, it additionally puts you behind a land.

Slivers are a hyper-aggressive tribe, and you want to maximize this. Focus on slivers with low mana costs and effects that stack, and run four copies of those, then run 2-3 copies of slivers whose abilities do not stack. For example, Predatory Sliver, Sinew Sliver, and Muscle Sliver (not Modern-legal) each give your creatures +1/+1, for the low cost of 2 mana. I'd probably run a full set of 12, (or 8 if you are moving to Modern).

Heart Sliver and Crystalline Sliver (neither are modern-legal) are fantastic, but multiple instances of Haste or Shroud do nothing for you. These are both cards you want to draw exactly one copy of, so running 3 of either should be fine. The one exception to this rule would be Galerider Sliver (which is a strict upgrade to the Winged Sliver you are currently running, and is Modern-legal). Because this costs one mana, you want to maximize your chances of having this in your opening hand, so you at least have something productive to do on turn 1. I'd run four copies.

Personally, I don't think any of the five-mana slivers are worth it in a 60-card constructed deck. You generally have better things to do with your time and mana.

Once you've figured out your format, I can try to give a bit more specific advice on what slivers to run.

LVL_666 on Sliver Hate Train

1 month ago

Ah...good ol' fashioned Sliver Hate™. All I can say is that politically - you will be weak. Prepare to be targeted heavily during games "Because Slivers". Take it as a compliment, but prepare for the worst my friend. At least, that's my perspective from my own experience. I don't know how to start lol so i'll just talk about whatever.

  • Creatures: So you chose to include 33 creatures - making them about 1/3 of your deck. while it's nice to have Slivers, you are limiting yourself on spells that can help you interact more with players (i.e. counterspells and removal). Speaking of Slivers, you chose pretty much the best of the best. None of those horribly misguided attempts created during the Futuresight block - i'm looking at you Reflex Sliver. I would try to cut your Slivers down to about high 20's- Maybe 28-26.

  • Artifacts: You don't have enough mana rocks in this deck. Since you need to rock hard and fix your manabase, you need make some room here. If you're on a budget, you can always consider the Talismans from Mirrodin, Fellwar Stone, maybe Prismatic Geoscope (I mean, it's slow but it gets you WUBRG). Also, I know it's expensive now, but getting a Paradox Engine in your deck would pay in dividends. It's essentially a value engine that wins you the game if you have Gemhide Sliver + Heart Sliver.

  • Enchantments: Can't really argue with the choices you made here. If you ever feel like you're hurting on draw, maybe consider Mystic Remora? It's a great T1 drop.

  • Instants: Can't really argue with the choices you made here. Good stuff.

  • Sorceries: Also solid choices - I can see that you really enjoy creature control sneaking in Peer Pressure. But I say, why not cut to the chase and drop in Expropriate or Bribery? Who needs nuance when you partake in Blatant Thievery?

I've run out of time, but i'll add another post on your landbase, and what suggestions you could use there for a stable 5 color manabase on a budget.

LVL_666 on The Queen's Egg

2 months ago

gvazdaus, typically my wins look like a Heart Sliver + Basal Sliver + Gemhide Sliver/Manaweft Sliver + Sliver Queen infinite mana combo. My meta is Control Yennett, Cryptic Sovereign, Voltron Sram, Senior Edificer, and Goodstuff/Synergy Reki, the History of Kamigawa. The worst of it is that politically, my deck is very weak. My playgroup tends to go for me first, and it quickly becomes a game of Archenemy. Typically the best thing I can do is play a bunch of Slivers and attempt to combo out when the table least expects it. Usually it works a lot better than i'd expect until the Yennett player gets a CounterScepter online, then i'd just be hurtin.

Rarely do I ever swing wide though. In case you were wondering.

SThrasher96 on The Overlord

4 months ago

Ya might consider adding in Paradox Engine! I put that into my deck, and with Sliver Overlord, Manaweft Sliver , and Heart Sliver, you can just about guarantee a win that turn.

MasterRoach117 on The Glorious Hive

7 months ago

i would suggested putting paradox engine in your main board because Paradox Engine Quick Sliver + Manaweft Sliver + Heart Sliver +Sliver Overlord allows you to fetch all the slivers you want including Basal Sliver and Sliver Queen to generate as many sliver tokens as you want Training Grounds will allow you to get a 2 for 1 with that combo and there is almost nothing they can do at that point.

PookandPie on Slivers EDH

8 months ago

Best ways to optimize Sliver Overlord are to include Intruder Alarm and Paradox Engine. They both do essentially the same thing.

You just need to get Overlord, Gemhide/Manaweft, and 3 other Slivers onto the board. You can then tutor and cast Heart Sliver, who in turn lets you grab every other Sliver from your library (I typically grab Quick Sliver next so I can respond to any and all removal). With Intruder Alarm, once you tutor out 8 total Slivers, you can then grab Queen, produce infinite Slivers, and then swing them at everyone to win (you can use Harmonic Sliver to destroy Intruder Alarm after you're done with it, as well, and since you can destroy/exile literally anything that your opponents might be able to use to take advantage of Intruder Alarm as well). With Paradox Engine, you need to keep casting spells, but you can still grab every single Sliver out of your library and make ridiculous amounts of mana, easily more than enough to kill every single player using Sliver Queen's tokens after getting buffed by Sliver Legion.

Intruder Alarm is probably better than Obelisk of Urd, and Engine is probably better than Call to the Kindred.

Also, you may want to replace Thran Quarry with City of Brass or Mana Confluence. Sure, they cost life to use, but at least you won't be left a land down if someone counters one of your spells and then kills off all your creatures with a Toxic Deluge.

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