|Commander / EDH||Legal|
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|Magic 2015 (M15)||Uncommon|
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Creature — Sliver
Whenever a Sliver you control attacks, defending player loses 1 life.
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Leeching Sliver Discussion
1 month ago
Diabolic Tutor is a terrible card. Four mana is far too much for a tutor. It's even worse in Slivers--a tribe which demands speed.
Gemhide Sliver and Manaweft Sliver are only good in commander, where they can be used alongside Paradox Engine and Sliver Overlord to play every Sliver in your deck. While they seem like powerful cards, they end up being too slow for Modern. Sure, you can have Sentinel Sliver out and using your Slivers for mana on your second main, your deck runs no other defenses--you need to keep your Slivers untapped for blocking. Even if these Slivers were worth running, you have far too many of them in your deck--their ability is redundant, so each additional copy you play nets you no advantage.
With one exception below, there's no reason to run any Slivers with a converted mana cost above 2. You want to maximize the effectiveness of your Aether Vials, and ensure every Sliver you draw can be immediately played, even on turns 1-2.
You can get away with 3 copies of Sentinel Sliver, to give you a solid chance of drawing it, but reducing your chances of drawing two. Redundant abilities are problematic with this tribe.
As a general deckbuilding rule, you do not want to run 4 copies of a high-costed legendary creature. You want to minimize your chances of drawing expensive-to-cast cards in the early game. Further, only one copy can be fielded at a time, and every additional copy becomes a dead draw.
Here are some replacement Slivers to consider:
Sidewinder Sliver is fantastic. It can be cast for 1 mana, and its ability is not redundant--multiple instances of Flanking trigger simultaneously. So, if you have 2 Sidewinder Slivers in play, creatures that block your slivers will get -2/-2 until end of turn. Since you should be attacking each and every turn with everything, this will help clear your opponent's blockers, while ensuring your own Slivers survive combat.
Leeching Sliver - another Sliver where multiple instances will trigger. You can really rack up a bunch of additional damage this way, even if all your creatures are blocked.
Harmonic Sliver is a great sideboard card, and the one exception I mentioned above. That said, it does not belong in your main deck, as it will be insignificant in most matchups.
Next, your manabase can really use some fixing. With the legendary Slivers removed, you can free up money for fetch lands (lands like Flooded Strand) and shock lands (lands like Hallowed Fountain). You pretty much never want lands that enter the battlefield tapped (or cards like Evolving Wilds), particularly in a hyper-fast, aggressive tribe like Slivers.
1 month ago
2 months ago
You do not need any slivers with a converted mana cost over 2. They're a hyper-aggressive tribe, and your goal is to flood the board as quickly as possible.
To that end, you should focus on the best of the best.
I would run four copies of the following:
- Galerider Sliver
- Muscle Sliver
- Predatory Sliver
- Sinew Sliver
- Leeching Sliver
- Sidewinder Sliver (multiple instances of flanking stack, so you could easily give -2/-2 to blockers, before damage is declared. Quite nice for a one-drop).
I would run 3 copies of the following, since their abilities are redundant:
- Crystalline Sliver
- Heart Sliver
- Hibernation Sliver
- Sentinel Sliver (so you can use your slivers for blocking also)
The only 3 mana sliver I would consider is Harmonic Sliver, and only run that if you need artifact or enchantment hate.
For your lands, focus on cards that produce all 5 colours: City of Brass, Mana Confluence, Cavern of Souls (budget permitting/if your group allows proxies), Unclaimed Territory. Don't worry about City of Brass/Mana Confluence's damage--your goal is to flood the board with death long before your opponent can whittle you down.
Also, Aether Vial is obscenely good with slivers--probably a bit too expensive for casual play, unless your group allows proxies.
Edit: And be sure to keep your list to 60 cards!
3 months ago
Hibernation Sliver is a great option for preventing your Slivers from being sent to the graveyard.
I would recommend four copies of Galerider Sliver, to maximize your chances of playing it on your first mana.
Aether Vial is absurdly good in Slivers. You fill your deck with a bunch of 2 mana Slivers, get two counters on Aether Vial, and then throw out a free Sliver each turn.
Leeching Sliver is great. You get free damage through, even if your Slivers are blocked. If you have multiple copies in play, the abilities stack, creating absurd amounts of life-loss.
3 months ago
I am mostly going to agree with MrJohny--with the exception of Goblins, Slivers are the most aggressive tribe in the game. I am a huge fan of unusual deck arctypes, and would love to see a Sliver deck taken in a more control-oriented direction.
This deck, however, is not that. As MrJohny pointed out, you have no way of winning. Slivers have incredible ramp with Manaweft Sliver, allowing you to play fairly significant win conditions. Sliver Legion or Sliver Queen would make for powerful finishers.
If you want to go full control, Hibernation Sliver is a great option, as it allows you to save your Slivers from removal. Personally, I think it is a vastly better option than Diffusion Sliver, as it also protects against boardwipes. That said, you are running a lot of damage-dealing lands, so you might not have the health for it. Cutting a few colours from your deck would mitigate this some.
On the more aggressive side of things, I want to add Galerider Sliver and Leeching Sliver to MrJohny's suggestions. A one-drop that gives all your creatures evasion is absurd, and the additional damage Leeching Sliver provides, even if your creatures are blocked, can add up quickly.
3 months ago
So first off, slivers CAN be good and not broken. The key is which you use. To achieve this end, here are a few slivers that would create a more solid gameplay experience but have an at least okay deck. I can help with the others too, but for now we'll talk about this.
Anything that just buffs the team: Predatory Sliver, Megantic Sliver, Might Sliver, Battle Sliver, Armor Sliver and Barbed Sliver, Blade Sliver, Bonesplitter Sliver, Muscle Sliver, and Sinew Sliver are all pretty cool, but a standout for me, a SUPER fun sliver to play: Firewake Sliver.
Abilities that aren't too broken include Blur Sliver, Belligerent Sliver, Cautery Sliver, Gemhide Sliver and Manaweft Sliver, Groundshaker Sliver, Heart Sliver, Leeching Sliver, Necrotic Sliver, Quick Sliver, Reflex Sliver, Sentinel Sliver, Striking Sliver, Syphon Sliver, Two-Headed Sliver, Venom Sliver.
Consider making this deck pauper? It would probably limit it enough to be fair.