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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Nature's Lore
Sorcery
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
NV_1980 on
A Kithkin disappointment
2 weeks ago
I love this! Definitely a deserved +1! It could use a bit more ramp though. Granted, most of the deck's spells are really quite cheap, but to keep pace with most commander decks these days, requires you to cast two spells per turn (or use a similar number of activated abilities requiring mana) on average. Especially once you hit the mid-game. So, I'd recommend adding stuff like Farseek, Nature's Lore and/or Three Visits. To protect your force, Heroic Intervention could be really nice in here. Lastly, I think Split Up would really fit your strategy.
Doombeard1984 on
The First Skep
4 weeks ago
Good morning Tulsasaurus_Rex, and thank you for sharing your hive with us.
I have a brood of my own, and much like yourself have had an affinity for Tribal decks, and especially Slivers for the better part of nearly... 2 decades (dang... now I feel old). So I would like to maybe make a couple suggestions if thats ok?
Creatures:
- Sedge Sliver - I would probably remove Crypt Sliver for this as Crystalline Sliver switches this Sliver off. It also works with all those shock lands you have as they have the appropriate land types.
- Quick Sliver - Having flash on all your slivers can be so powerful. I'd take out Blur Sliver. You have haste enablers on Cloudshredder Sliver Heart Sliver and Thrumming Hivepool which are just better. Blur seems like a wasted slot.
- Basal Sliver - Big fan of Basal (goes great in pasta...), as means you can sacrifice those tokens for mana etc. I would remove Winged Sliver as again, you have flying from Cloudshredder Sliver and Galerider Sliver.
Non-Creature spells:
So these I am less sure on what to remove, but will give some explanation as to why I think they may help:
- Eerie Ultimatum - Can see you have Patriarch's Bidding in your maybe board, but I offer this is way better. You get all your things and you opponents get nothing. You even get all your other non-Slivery things.
- Boros Charm
- You are playing Slivers, and therefore you are going to attract a board wipe. Boros Charm
is the classic "go-to" for making your board indestructible, all for the low price of .
- Removal - Going to mention a few cards here that are just good. Assassin's Trophy, Swords to Plowshares, Path to Exile. Trophy is another hit anything card, and Swords and Path both exiles tricky creatures your opponents have. All super low cost, to let you spend your mana on better things.
- Card advantage - So I think something like a Mirri's Guile or Sylvan Library just lets you have some card selection of advantage every turn. Lets you make sure you are hitting those land drops, or if you are flooded, you can make sure you are getting gas to help power your deck forward.
- Ramp - Id be looking at maybe Three Visits and Nature's Lore as they can get you any forest type shock land into play, and if you want untapped by paying the 2 life. Id also look at other mana rocks (Ichor Elixir and Fractured Powerstone don't seem that great). Any of the Talismans (Talisman of Hierarchy, Talisman of Unity etc - there is a full cycle) would give you access to colours at only , and up until recently I ran Chromatic Lantern to help with smoothing out any mana issues. Yes it costs , but can be really useful with how mana intensive Slivers can be where is concerned.
- Blasphemous Act/Austere Command - I love these cards. Sometimes you will need to answer a board. Austere Command is modal so gives you lots of flexibility. And if you have Sliver Hivelord on the board, your Sliv's are safe. Blasphemous Act can win you the game if you have a Spiteful Sliver with a board state. Means you can ding 13 damage to any target should this fire, and again may be safe with a Boros Charm
or a Sliver Hivelord.
Hope this helps, and have given you a +1. Please feel free to hope on over to my Hive and have a browse (Sliver Overlord - Predatory Super-Organisms)
Mortlocke on
The Song of Phyresis
1 month ago
NTMA, the aforementioned cards dont care about the Supertype - in this case "basic" or "non-basic", what they care about is the Subtype which would be "Forest", "Island", etc. Nature's Lore for example only cares about the tutoring of a "Forest", not if it's basic or non-basic. Same case with the fetchlands like Polluted Delta - Search for an Island or a Swamp, it cares not if the card is a basic or non-basic.
SaberTech on Mana Rocks or Mana Dorks?
2 months ago
So, the general advice that you might find online regarding mana ramp in commander is something like this:
- Cheap ramp that searches for lands like Nature's Lore and Farseek is the best because land destruction isn't played often in commander and it thins your deck a little.
- 2cmc mana rocks like Arcane Signet and Talisman of Dominance are the second best option because they aren't destroyed by most wrath effects that get played.
- Mana dorks are the worst option for ramp because they generally have summoning sickness and are vulnerable to a bunch of the removal that gets thrown around.
There are other factors to take into consideration that adds nuance to the guideline above though. Like you already noted, decks that are built to get extra value out of creatures when they enter, die, or feed into other synergies could appreciate running mana dorks. Some mana dorks also offer additional utility like how Devoted Druid is part of a bunch of different combos. The biggest advantage that a mana dork can offer though is when it only costs 1 mana to cast while most of the other cheap options cost at least two mana. There are a couple reasons why being able to ramp turn one could be important to your deck:
- If your deck has a bunch of important or strong cards that cost 3 mana to cast then being able to play ramp on turn one lets you cast those spells on turn two, speeding up your game plan by a turn at a critical point in your curve.
- Maybe you have a bunch of important combo pieces or something that cost 2 mana that you want to cast on turn two if you can, so you don't want to spend turn two casting something like Arcane Signet or Nature's Lore. In that case, turn one would be the ideal turn for you to ramp if you can.
So take a look at the cards you run at each point in your deck's curve and determine how much of an advantage being able to ramp on turn one would be for you based on what you are running at 2cmc and 3cmc. That should help inform your decision.
As for mana rocks; One of the advantages of 2cmc mana rocks is that they only require generic mana to cast so you can cast one immediately off of a Sol Ring while card like Nature's Lore requires colored mana. If you are running a 5+ mana commander then the possibility of going turn one land -> Sol Ring -> mana rock means you could be casting some 5cmc commanders as early as turn two. If your commander is a strong value engine or is very aggressive then being able to play your commander that early is a strong advantage. If that is the case for your deck, then having a few mana rocks in the deck increases the odds of you being able to pull off that sort of fast play.
CommanderNeyo on
That is not dead which can eternal lie
2 months ago
Since Arixthemes is 4 mana, I highly recommend 2-mana ramp spells - that way, you can play it on turn 3 instead of turn 2, starting your gameplan a whole turn early. Some I recommend are: Three Visits, Farseek, Nature's Lore, Rampant Growth, Sakura-Tribe Elder, and Into the North (if you decide to put a few snow lands in there). Some artifact ramp would include Arcane Signet, Sol Ring, Simic Signet, and Talisman of Curiosity.
There is also limited card draw in the deck, if someone finds an answer to your threats you could be in serious trouble. A fun with with such large creatures is Greater Good, since you can use it in response to removal to draw a boatload of cards (pun intended). Also works well with your commander, turning him into card draw once you no longer need the ramp.
Profet93 on
Ghalta, Stampede Tyant - Mono Green
2 months ago
Sylvan Library - Great on it's own, amazing with abundance. Also note cultivator collosus.
Greater Good - Staple in any mono green stompy build. Sac outlet that prevents theft, exile, can fill up your GY and provide card advantage all in 1.
Nature's Lore/Three Visits > Rampant growth
Nissa's Pilgrimage > cultivate
You might want another target for crop rotation like Yavimaya Hollow - Regen (amazing instant speed with crop rotation), require 2x removal + poltical piece all in 1. I would swap out maze for it since maze doesn't given you mana and I dont see any cards to combo with maze (correct me if I'm wrong).
tooth and nail - Could add in Regal Force to go with avenger for tooth and nail to draw like crazy. Or just bring in a powerful creature + eternal witness to reuse.
Reliquary Tower > Thought vessel. Serves similar function but in a land slot, which can be tutored for with crop rotation. Moreover, the artifact is likely to get blown up. Having a land in it's place can help you become less mana screwed given your relatively high avg cmc and current 35 land count.
SaberTech on
Zaxara, Exemplify Winning *Primer*
3 months ago
I was wondering what you usually use Whir of Invention to tutor up? I can see Midnight Clock as an option but almost all your other artifacts are mana rocks. You could run a cheaper spell like Nature's Lore instead if you are mostly using the Whir for ramping, or maybe the slot could be Blue Sun's Zenith if you want the slot to still be an X cost spell.
seshiro_of_the_orochi on
Aragorn, Humanities Hope
3 months ago
You definitely get an upvote for sticking to theme and putting heart into ot.
But...
...this is four colours with hardly any ramp. As great as your mana base is, but you'll propably get mana screwed in two out of of three games. You have hardly any basics, so maybe try Nature's Lore, Three Visits, and Farseek. Together with Sol Ring and Arcane Signet this could work a lot better already. Tempt with Discovery could be great here, as well.
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