|Commander / EDH||Legal|
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|Future Sight (FUT)||Common|
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Creature — Sliver
All Sliver creatures have absorb 1. (If a source would deal damage to a Sliver, prevent 1 of that damage.)
Lymph Sliver Discussion
6 months ago
Slight point of clarification, since I realised after I posted the source of the confusion. Lymph Sliver ’s reminder text is a bit confusing. It becomes more clear if you know the rule for Absorb:
Rule 702.63a: Absorb is a static ability. "Absorb N" means "If a source would deal damage to this creature, prevent N of that damage."
1 year ago
xyr0s, well said. I can honestly say that i agree with your assessment of slivers being a versitle and fair tribe. Wizards has been quite hesitant to print more of them, treating slivers as something of a "sometimes food" while they go ahead and print creatures and tribes far more degenerate. That mentality i've never seemed to understand, but my best guess is that when Slivers were first printed they sent huge shockwaves through the game being seen as this terror/menace that needed to be stamped out. In my opinion, Slivers never really recaptured that spirit with their new printings past Legion. The inflated costs paired with disappointingly weak abilities (i'm looking at you, Constricting and Lymph Sliver!!!) were awful designs that did nothing to improve the tribe as a whole. There are more bad slivers that I could mention, but i'd rather change topic.
berryjon, I have some sad news to share with you: Slivers will not be appearing in the new dominaria set. Who said so? Mark Rosewater. Here are his super disappointing words:
"One of the challenges of designing Dominaria was there were so many possibilities of what to include (more expansions, for example,occurred in Dominaria than the rest of the Top 5 visited planes combined) and a limited amount of space available. Slivers were on the short list, but were problematic in that they require a significant commitment to space and doing so would have lessened how many other references we could make, so we made the tough decision to leave them out of Dominaria."
My good buddy Delta-117 told me of the sad news. He and I are both hoping that Slivers will be making an appearance in the upcoming core set. It seems like the best bet we'll get. But yeah, good article. I'm happy that someone is spreading the good word about slivers...even it's words of fear and mistrust.
2 years ago
First, i'd like to say that it'd be my pleasure to help you streamline your deck. So what you're seeking is efficiency, cutting the number of slivers that are redundant, or don't contribute as much...okay...i'll make some cases for what you can cut and place them into "must cut" and "maybe cut" depending on your meta and what direction you'd want to take your deck in.
Constricting Sliver: The cost simply isn't worth it. CMC 6 for a 3/3 that can only exile creatures is really underwhelming.
Darkheart Sliver: Only useful against mass removal events. Basically, he's just meant to kind of discourage them. Outside of that, CMC 2 for a 2/2 isn't bad. Doesn't contribute much past that though. You can cut this.
Hunter Sliver: Provoke is interesting, but I don't think this guy belongs given your current general. Sliver Overlord is the control oriented sliver general (Queen is combo, Legion/Hivelord are aggro). Hunter is neat, but he doesn't fit.
Lymph Sliver: No. Just no. On top of being a CMC 5 cost for a paltry 3/3, Absorb is a joke of an ability at best. It's a neat? concept but even Wizards just outright abandoned it after they thought it up. Lymph is literally THE ONLY card in all of magic to have that ability...which is awful.
Sidewinder Sliver: This guy is only any good when there are more than one. Since flanking is a triggered ability it stacks. That means with 4 sidewinders in play all creatures without flanking who are getting blocked by slivers get -4/-4. But with only 1 sidewinder, a measly -1/-1 will hardly stop anything. Especially in EDH.
Thorncaster Sliver:Has neat synergy with Venom Sliver. Outside of that, it seems to be too niche of an ability to make much of an impact. CMC 5 for a 2/2 makes it an auto removal in my opinion. You have better things to spend your mana on.
Root Sliver: Inclusion of this sliver is highly dependent on your meta. If you face counter happy decks on the regular, then definitely a must include. But if are only seeing counterspells once every blue moon (like me) then this card isn't worth the permanent slot. Keep in on the sideboard.
Telekinetic Sliver: A neat sliver, but i'd say it's highly dependent on where you want your deck to go. If you were running something like Mind Over Matter or Paradox Engine I could see this being very interesting...but just putting it in...(giggity) doesn't seem all that worthwhile. But that's just me.
Toxin Sliver: Has a very quirky and weird triggered ability that is NOT deathtouch. My problem with this guy though, is that he's a CMC 4 for a 3/3. Good synergy with Thorncaster Sliver, but not all too useful in a control oriented sliver deck. If you were going aggro? That'd be a different story.
Ward Sliver: I have mixed feelings about this one. CMC 5 for a 2/2 is an automatic no, but protection from a color of your choice can be outright amazing depending on the situation. Use your best judgement on this one, but really take a moment and examine what direction you want your deck to go in.
Hope my thoughts gave you some guidance on where you want to go with your deck. I'll definitely keep watching to see where it goes...keep on slivering my friend. Oh, and +1 for ya!
2 years ago
There are several Sliver I think your amiss in dismissing:
Bonescythe Sliver, for cheap double strike.
Brood Sliver, for massive Sliver production.
Harmonic Sliver, for artifact/enchantment removal.
Heart Sliver, for cheap haste.
Magma Sliver, for massive gains.
Manaweft Sliver, as a backup Gemhide Sliver.
Necrotic Sliver, to turn every Sliver into a Vindicate.
Shifting Sliver, to make your team unblockable.
Sinew Sliver, as another Muscle Sliver.
Virulent Sliver, to only have to deal ten, not 40.
Winged Sliver, for more flying.
Other Slivers you might consider: Basal Sliver, Cautery Sliver, Darkheart Sliver, Essence Sliver, Groundshaker Sliver, Horned Sliver, Spined Sliver, Spitting Sliver, Lymph Sliver, Megantic Sliver, Opaline Sliver, Psionic Sliver, Pulmonic Sliver, Screeching Sliver, Sedge Sliver, Sliver Legion, Sliver Queen, Sliver Overlord, Synapse Sliver, Synchronous Sliver, and Syphon Sliver.
Cavern of Souls, obviously.
Descendants' Path, if you want to go heavy tribal.
Metallic Mimic, for extra buffs at low cost.
Obelisk of Urd, for more huge buffs.
Stoneforge Masterwork, for massive tribal buff.
3 years ago
Every time I see a sliver build it's always the exact same thing, build up slivers fast and swing with an army of stacked abilities and buffs. Often these builds use the same cards and the same options and always fall to the same enemies because they're all the same deck in essence.
Let's take a moment and step back, slivers span every slice of the color pie, some of them have abilities that are unique(Lymph Sliver) to slivers, others are cards given superior Sliver form (Screeching Sliver>Cathartic Adept.)They are Tribe of only lords and yet their decks are basically a worse version of elves. Why is this?
Here is an example deck I made using slivers to support the Lantern of Insight combo. Here, the slivers support the combo and even drive the Wincons, but unlike other decks, a dozen of them isn't necessarily.
I'm interested to see if anyone else has interesting Sliver builds, mauve archetypes they could assist in?
3 years ago
Hunt the Weak is... well, weak. There are tons of better removals in Pauper. Journey to Nowhere, Oblivion Ring, Sunlance, or if you want to stick to fighting, Epic Confrontation is definitely a better one.
Natural State is not that good in Pauper since most artifacts you're going to deal with have a CMC of 4 and greater. I'd recommend using Gleeful Sabotage, or, if you want a more budget option, just use regular Naturalize.
Also, you cannot have 6 Armadillo Cloaks (2 in MB and 4 in SB), so you need to fix it.
3 years ago
Steamflogger Boss might be interesting, but sadly it's also not very useful currently
3 years ago
Steamflogger Boss one of two rigger creatures ever printed and the contraptions it mentions in the card hasn't even happened yet. I'de say that's just about the pinnacle of unusual cards. Chainer, Dementia Master the closest thing magic has to nightmare tribal. Or how about Lymph Sliver? Slivers aren't really unusual but that sliver is special because it's the only card ever printed with the absorb ability so far
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