|Commander / EDH||Legal|
Printings View all
|Tempest Remastered (TPR)||Common|
|Premium Deck Series: Slivers (PDS)||Common|
|Promo Set (000)||Common|
Combos Browse all
Creature — Sliver
All Sliver creatures get +1/+1.
Price & Acquistion Set Price Alerts
Muscle Sliver Discussion
2 weeks 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!
3 weeks ago
Thanks for the lengthy comment + feedback GMD_1090, I appreciated the advice! Here's my stream of consciousness thoughts on the suggestions...
Opaline Sliver is decent, but it's card draw effect is conditional on my slivers being targeted. Sure it's a handy deterrent, but it kind of goes against what I want to be doing with the deck (e.g. getting Crystalline Sliver out). Dormant Sliver comes into play when I'm ready to assemble the pieces and draw my deck FTW. He's an awesome combo piece and the defender factor is irrelevant because he'll be sac'd or bounced when the time is right (see the 'shenanigans' portion of the deck description for more detail there).
Animar, Soul of Elements is an amazing card and general, but seems unnecessary. The minor cost reduction is nice, but my avg. CMC is already pretty low and my ramp options are working out as is. He'd just be a beater with no evasion that doesn't synergize with the rest of the deck. Even though she's off theme, Bloom Tender is a great mana dork. If I had one kicking around, I'd consider slapping it in here.
I used to run Thorncaster Sliver in here but ended up removing him in favour of combo sliver options. In my experience he wasn't that effective and if Sliver Queen is out, odds are I'm going to be combo'ing without the need for the thorn plings.
I also used to run Magma Sliver and although he looks great on paper, in practice he wasn't so powerful and I could never make good use of him. Firewake Sliver's secondary ability is irrelevant - he's in here for redundancy as another haste enabler.
I like your idea of Dictate of Erebos! I hadn't thought of that card in this deck...Interesting.
I've been playing the deck for years and have the strategies pinned down. Over time it's evolved from a 'go wide' aggro sliver horde to more of a combo oriented deck. Beyond the amazing synergy of the sliver tribe, the thing I like most is the sheer variety in the deck - lots & lots of evil ways to take out your opponents. I still enjoy fine tuning it and I definitely appreciate the opportunity to talk about different deck ideas/philosophies so thanks for that!
3 weeks ago
Have you seen the proper Meathooks deck?
2 months ago
A few suggestions:
For this I would definitely include a Rupture Spire and Ancient Ziggurat for lands to start. I would also definitely include a Chromatic Lantern and Armillary Sphere. In addition to these I would also include 4 Manaweft Sliver or Gemhide Sliver.
As for slivers I would up the Winged Sliver to 4 or take them out entirely and replace them with Galerider Sliver for one less mana. In addition to these you might want to add Mesmeric Sliver for some good control. Finally I would also add some "pump up" slivers to help make them more survivable. You could choose from Predatory Sliver, Muscle Sliver, or Sinew Sliver, just to name a few.
As a final word I would include more playsets (Sets of 4 cards) for more consistency in the deck as opposed to all the different cards. This is just a suggestion. Build the deck to your playstyle
Hope this helps
3 months 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 months ago
Hi LeaPlath, Thanks for your suggestions. I personally think that Luminescent Rain is useful in this deck, because it can save you at the last moment, even during your opponent's turn, maybe allowing you to survive even with your slivers tapped or without blocking any attacking creature. Moreover, there are only 2 of them in the deck, so you don't risk to draw them when they are useless. As for the blue and the black spells, they can also be cast using Manamorphose, which is a card that is rarely countered by opponents. Also, putting in some swamps or islands would only result in making the deck worse. I also used this board vs Mono-black control decks and, generally, people think it is better to kill a Muscle Sliver or something like that, than a Gemhide one.
3 months ago
Honestly, just finding slivers that fit your needs is always helpful.
And my favorite combo piece and honorary sliver, Amoeboid Changeling is a must. He makes opponents threats into slivers and Overlord can steal them.
As a sliver EDH player, I can tell you that tons of slivers will be useful, but the ones I said are the ones I often tutor for, along with, as Mind said, good old Meathooks, Crystaline sliver.
4 months ago
Yeah I could have added on to that a bit, I'm getting 2x Wurmcoil Engines, a playset of Remands, a 1x Sundering Titan, and 1x Solemn Simulacrum with this as well. All of that is for a modern deck I'm building instead of infect which I'm postponing finishing for now to instead build something cheaper.
But we follow prices of the store Face to Face Games, not sure if you have heard of them however as they are a Canadian store. Wurmcoil Engines for example are about $19-20 CAD/ US $14. While the NM slivers go for about $50 CAD / $36-37 US, and i'm buying him the two chalices for $170 CAD / $125 US for those 10 cards in return.
I was using about $110 Cad/ $80 US store credit I had to pay towards this anyways from a bunch of standard stuff like a foil Chandra, Torch of Defiance, 3 Spirebluff Canals, a Craterhoof Behemoth, etc which was all stuff I was relatively not using so i'm not too sad too see them go to actually pay less of this myself.
Going between these prices all must seem a little confusing sorry about that, and while I didn't still didn't even list everything mentioned the trade is one I'm fine with as I was paying for a good chunk of it with store credit. But thank you for your concern anyways in suggesting the trade might not have been in my favour.
I was building Mono Blue Tron anyways if you have heard of the deck for modern, if your not aware it feature's Urza's Tower, Urza's Power Plant, and Urza's Mine along with Expedition Map to produce tons of mana quickly to play threats like Wurmcoil Engine and Ugin, the Spirit Dragon. It features Treasure Mage which can find a variety of artifact cards like a 1x Platinum Angel, a Sundering Titan the 2x wurmcoils, and Mindslaver which you can use alongside Academy Ruins for some fun for you anyways. Then in the early turns you have Remand, Condescend, Spatial Contortion among other things to slow your opponent down and of course preventing them from killing you before you can play your threats.
I pretty much go to fnm each week for every format, I have a deck for standard, 2 decks for commander, this deck I'm working on for modern as well as my rather budget infect (The friend I mentioned after this trade is going to let me borrow the remainder of what I need for this Mono Blue tron deck at fnms until I either buy/trade for it or acquire my own pieces). Still need an Academy Ruins, a playset of the urza lands (have 1 tower though) and a Oblivion Stone.I as well have even a deck even for pauper ( Slivers featuring playsets of Muscle Sliver, Sinew Sliver, and Predatory Sliver and others bolstered by things like Rancor and Armadillo Cloak it's a lot of fun and is cheap :) ).