Creature — Sliver
All Slivers have ", Sacrifice this permanent: Destroy target permanent."
Printings View all
|Premium Deck Series: Slivers (PDS)||Uncommon|
|Planar Chaos (PLC)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Necrotic Sliver occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Necrotic Sliver Discussion
1 week ago
Editing the deck a bit, let me know what you think:
1 month ago
Starting from the Premium Deck is a pretty good place to begin crafting slivers and it's what I did myself and have been playing slivers for a number of years now.
Now for quite a lot of suggestions and thoughts that I hope will be helpful for you
You really don't need Mana Reflection in slivers or most other decks for that matter. It's really a "win more" kind of card and if you're doing well enough that you have the 6 mana to burn on it you're probably better off just dumping more slivers into play or tutoring for slivers that will allow you to win the game with your Sliver Overlord. If you're using it to go infinite and win with Sliver Queen then your Mana Echoes will provide the same effect for that combo but either of the 4-cost token doublers can also work. Anointed Procession Parallel Lives
You also don't really need bombs like Ulamog, the Infinite Gyre, when you can spend less mana on more creatures that generate more value, putting 11 mana into a single creature will feel kind of bad. Also, a 10/10 among a board of 20/20 unblockable, vigilant, double striking, lifelink, flying, deathtouch, trample, etc. creatures isn't going to provide much of a bonus, it actually ends up being less of a threat than the rest of your board. Plus, if it gets countered, you’re down 11 mana whereas if somebody counters a sliver then you’re down like 2-4 mana and can still play more slivers.
Mycosynth Lattice opens up your entire board to artifact removal (including your lands) you may want to reconsider this include as it doesn't really provide any benefit to you for all the risk that comes with it.
Sensei's Divining Top may not be as useful in a deck where you have as many tutors as you do and your commander can tutor all your value pieces since you’ll probably be shuffling your deck a lot.
Amulet of Vigor doesn’t actually do that much for you, out of all your permanents there is only one that always enters tapped, Vesuva. With the number of shock and check lands you run, you probably do not need this and can use this slot for something else. (I get that it also works with Cryptic Gateway but without a source for card draw, you’ll run out of slivers to play quite quickly anyway)
Crystalline Sliver turns off any and all "target sliver" abilities like Crypt Sliver and Magma Sliver (You also won’t be able to steal things with Overlord). If you find yourself subject to frequent spot removal and need to bring Crystalline out often to protect your Slivers you can at least keep the regenerate ability with Clot Sliver or Sedge Sliver
Harmonic Sliver can potentially ruin your infinite Token Queen combo as the pieces that enable that combo are all artifacts/enchantments and this sliver’s ETB is not a ‘may’ ability. You must destroy something if there is a legal target on the board so you would end up destroying your Training Grounds, Mana Echoes, etc. If you still want this ability I would recommend swapping this with Aura Shards as it is the same ability with the same trigger but it is a ‘may’ ability and you can choose not to destroy something.
Hibernation Sliver is one of the best slivers for avoiding removal. Paying 2 life to protect any sliver from being destroyed, exiled, stolen, etc. is very useful
Dormant Sliver It’s fairly easy to dump your hand when playing slivers but this leaves you with an empty hand and not a whole lot of options. Very good for keeping your hand full of slivers to play. Defender can be a problem but who says you have to attack to win with slivers ;)
Screeching Sliver alternate win, tack this onto infinite sliver tokens combo from the Queen to mill out your opponents. Good if locked out of attacking for some reason
Lavabelly Sliver another non-combat win with Queen combo
Homing Sliver another way to tutor for any sliver you need besides Overlord’s ability
Mesmeric Sliver only card with Fateseal in the game, great for controlling your opponent’s next draw. Force them to only draw lands or maybe give them no lands at all.
Necrotic Sliver having spot removal for any permanent on every single one of your creatures is terrifying a very valuable. Strongly recommend this as an include.
Shadow Sliver I have never encountered anyone playing creatures with Shadow in EDH in all my years of play. This most certainly will let you get through and hit face to win a game, just make sure you kill all your opponents or get rid of it after combat as it leaves you with no blockers
Virulent Sliver I know there are mixed feelings about poison counters in the magic community but hey you get 2 counters on someone with double strike creatures.
Fun and Useful Tribal Cards for Slivers
None of these are particularly pertinent includes and some came with the Premium Deck, but these are just some Tribal cards that I have used over time while playing with slivers. Some I still use and some I do not.
Kindred Summons, Wild Pair, Herald's Horn, Coat of Arms, Kindred Discovery, Descendants' Path, Patriarch's Bidding, Kindred Charge, Vanquisher's Banner, Distant Melody, Kindred Dominance, Living Death, Primal Surge, Harsh Mercy, Door of Destinies
Slivers can be a lot of fun to play but keep in mind that they are very aggressive and can draw a lot of hate from your opponents. Players that have experienced playing against slivers are likely to counter your high-value creatures like Gemhide or Queen and will try keeping your board as small as possible since slivers win by swarming and overwhelming your opponents. I have found that this can be mitigated somewhat by changing your commander since slivers have 3 good options. Sliver Overlord, Sliver Queen, and The First Sliver.
Overlord and Queen are quite similar as they both conducive to trying to hit Queen’s infinite combo as quickly as possible but I have found that Queen tends to make people more nervous than Overlord does since you can create a wide board very quickly with her. Not only that but if you are relatively uninterrupted then silvers can combo out relatively consistently by turn 4 or 5 (depending on how lucky you get). If you like a combo victory, then that’s great, but the combo has very little variance and I personally got bored of it after playing it like that for so long.
Using The First Sliver as your commander is a whole lot less consistent if you’re going for combo but overall I’ve found it to be significantly more fun to play as I can sometimes rip 3-4 slivers for free off the top of my deck. The win is the same with overrunning your opponents but not using an infinite combo every time was very refreshing.
Hopefully you find some of this helpful, slivers are my all-time favorite tribe in mtg and it was great to see them get some love in Modern Horizons.
2 months ago
Check out my Alesha deck for some cool ideas, it’s only expensive for the mana base and tutor package. I’ve dialed it in where I like it and hopefully it will help others. Mirror Entity is a must have for a swarm strategy. Best lord ever! You need the two new talismans Talisman of Hierarchy and Talisman of Dominance you also need the Arcane Signet that came out. Really helps and is better than the Mardu banner. I always loved discarding my hand to Thought Gorger then reanimating Disciple of Bolas to draw a ton of cards. Key to the City is a perfect fit for Alesha. Cathartic Reunion , Tormenting Voice, and Thrill of Possibility are excellent filtering while hopefully putting cool stuff in the graveyard.
Goldnight Commander is a powerhouse when you reanimate a token maker guy.
I’ve tried to keep these suggestions budget friendly, hopefull they help you enjoy your Alesha deck. I love mine!
2 months ago
Hey NV_1980, thanks for the complement and input! I'm glad you like the deck! Yeah I've been considering adding some more (creature) board wipes as the only one I am running currently is Cyclonic Rift (well, I guess Necrotic Sliver sort of is as well once I go infinite but that doesn't really count as once I go infinite I've most likely won). Any cards in particular you would recommend? I feel like in this deck they either have to be low CmC or have multiple modes so I have some flexibility on how to use them and I just haven't been able to find any options that I really like other than rift.
Honestly the three main reasons I'm not running many right now are because I'm trying to keep my curve as low as possible, because with this being a five color deck and me only running half the fetches and some utility lands I get nervous about double color pips in mana costs, and because ideally I'm comboing off regardless of others board states so I usually look to race them and just go faster so I don't need to wipe. That being said, just today I played a couple games with this deck and in one of them I came up against another sliver deck and I would have killed for a board wipe at that point hah and with all my fixing maybe I shouldn't be as hesitant to add things with double color pips as I am. Any thoughts on what 1-2 cards you might cut to try and fit another board wipe or two?
I definitely think not having a lot of wipes is one of the three biggest weaknesses of the deck. The other two being a lack of good card draw (though I sort of make up for that by having a lot of tutors and the simple fact that in a combo deck I only need a few specific cards) and the fact that because I'm running so many combo pieces and tutors for them I don't have quite as good defense (targeted removal, counters, blockers, etc.) as I would like. That being said, I think these weaknesses are pretty common to combo decks and the deck having some clear weaknesses also makes it not as oppressive to play against so maybe that is for the best.
4 months ago
For the sake of formatting, I'm just going to make lists for what I would cut and add respectively, but it's really personal preference.
What I would consider banishing:
Tainted Wood - The deck doesn't have a lot of swamps.
Memorial to Unity - It enters tapped and only produces one colour, so there are other things your deck could do instead.
Viridian Zealot - a bit costly for what it does.
Vampire Hexmage - You don't seem to really abuse it, so it can be lacking.
Tribute to the Wild - It's kind of restrictive and doesn't always get rid of something relevant.
Merciless Eviction - Your deck doesn't really want to exile its own stuff, so other wraths that destroy instead are preferable.
Vraska, Relic Seeker - This seems costly for what she does, but she has her moments.
Evolutionary Leap - It can be powerful, but all of your creatures seem huge and worth keeping around. It's best to run this with more fodder in the deck.
Whip of Erebos - This is up in the air. I don't enjoy the exile clause of this card, but it's instant-speed and efficient, whilst offering life-gain. Your choice.
Acidic Slime - It's an expensive effect, but a powerful one at that. You already have other five-drops in Sidisi, Undead Vizier and Thalia's Lancers so perhaps it's worth exclusion. Declaration in Stone - It's a bit restrictive for its cost and a sorcery, so I don't think it merits a deck slot.
What I would consider adding:
Grisly Salvage - Essentially takes a land slot with other worth in the later turns, stocking the graveyard.
Satyr Wayfinder - Can be fodder for your sacrifice shenanigans and a land for the early turns (hopefully).
Ransack the Lab - Fills the yard and draws a card. That rhymes, so it's fantastic. However, it only goes three cards deep, so it may be unreliable at finding a land. I'm yet to miss, but it's possible.
Altar of Dementia - This is just a ridiculous card that gives you options for the graveyard later and scales with your large creatures. Great defense, too, and a massive threat.
Perpetual Timepiece - This is great for decks that are all-in on the graveyard plan, so maybe not. It doesn't draw cards, but it grants other routes.
Unburial Rites - If you mill it over, it's still castable. Even if, it gets two things back.
Dread Return - Efficient reanimation and the same from the graveyard.
Buried Ruin - Recursion in the land-base is always lovely.
Ghostly Prison - With high-cost creatures, this can aid in surviving the early game.
Anguished Unmaking - This card almost always relevant, cheap, and instant-speed. It's a safe option that hits everything.
Necrotic Sliver - It is recurrable universal removal, so it could be rather effective.
Swords to Plowshares - One mana and an instant, it's far too potent. I'd add this.
Despark - This can be efficient, but restrictive. I've found success with it, but it comes down to preference.
Assassin's Trophy - If it's within budget, this is as good as it gets.
Vindicate - Hits it all and does it all.
Rampant Growth - Ramp and more ramp.
Wood Elves - Fodder and ramp.
Explosive Vegetation - Lots of ramp.
Paradise Druid - Fodder and ramp.
Lots of fodder, lots of ramp.
You can really customize your own removal, but you already have many ways to deal with creatures, so removal for other permanents is ideal.
That's what I have for you. Now wreck them all.
4 months ago
Ah, yes. Graveyard strategies always have an enthralling nature to them. Excellent choice in commander, as well.
I do have some recommendations for the deck.
One deck-building scheme I adhere to is fewer lands in place of cantrips. For your deck, you could cut some of the land base for Satyr Wayfinder and Grisly Salvage . They possess more value later in the game whilst filling up your yard for Karador. Ransack the Lab fulfills the same role. Taping the mana base towards early game cantrips also makes it more consistent to conduct your early game.
Altar of Dementia can earn you value even if a creature would die, permitting more options later.
You speak of win conditions in your description, thus I note Mortal Combat . That's a tricky build-around, so good luck there. Mindslicer is in my discard deck and often locks down the match, though people may not enjoy that.
As for removal, Anguished Unmaking , Despark , and Vindicate are universal and efficient, and Swords to Plowshares is quite possibly the best kill spell in the format. Ghastly Demise is also fun. If you wish to sacrifice creatures for gain, Angelic Purge is of use and Necrotic Sliver may be brought back later. Leonin Relic-Warder and Ravenous Chupacabra serve a similar purpose.
With such a high mana curve, more acceleration in ramp could be of aid. Outside of Temple of the False God and Phyrexian Altar which need some set-up before they do anything, there are only seven cards for ramp. I would add Birds of Paradise or Paradise Druid , some mana dork in that essence; Kodama's Reach , Rampant Growth , or Explosive Vegetation ; and perhaps Songs of the Damned as a one-shot influx of resource.
That is all from me, my apparitional liege. Fare thee well, and rejoice in haunting.
4 months ago
The biggest fix you can make to this deck is with the lands. You have too many lands that enter tapped (tri lands, vivid lands, etc.) or set your mana back a turn (lairs). Consider adding more rainbow lands (lands that produce all colours), such as Mana Confluence .
Ghostflame Sliver does not really seem to do much for you, other than be something the three-mana slivers can cascade into.