Pulmonic Sliver

Pulmonic Sliver

Creature — Sliver

All Sliver creatures have flying.

All Slivers have "If this permanent would be put into a graveyard, you may put it on top of its owner's library instead."

Browse Alters View at Gatherer

Trade

Have (1) kpral
Want (1) Zurtar

Printings View all

Set Rarity
Time Spiral (TSP) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Pulmonic Sliver occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Pulmonic Sliver Discussion

Mortlocke on Play all the good slivers

1 week ago

bigrigroy,

Sorry for taking so long for getting around to doing an honest critique. I'll just give you my thoughts as they come to me. So you want me to suggest what to cut, and what interaction and ramp should you consider for your deck? Well, first things first - you should try and have a average CMC lower than 3. You should focus on playing as many slivers as you can while trying to win via combo using Sliver Queen - or through commander damage as Overlord has the "magical 7" commander power. What do I mean by magical 7? Well with overlord (and Bonescythe Sliver) on the board it takes 2 or 3 swings getting through to just knock a player out for good, giving another viable strategy for winning. But I digress - when you are spending more than 5 mana on a spell, you should be making a play that will shift a significant amount of momentum your way, or outright win you the game. So now, lets start with possible cuts:

  • Morophon, the Boundless: This is subjective, but I maintain the idea that Morophon is a strictly "win-more" card in a Slivers deck. When you tap out to cast this thing you'll definitely be able to cast every sliver in hand, but the only way to get them there is to have your commander already on the battlefield, and enough mana to tutor for all of your wincon slivers in the first place. Full disclosure, i've never attempted to use Morophon in my deck, so there may be something i'm missing - but for 7 mana all I can see is that the best that card can do is just put you in an even better board position. While nice, it's just not worth it. Cut.

  • Constricting Sliver: This in my opinion is just a poorly designed sliver. For 6 mana you're getting a poor man's oblivion ring. It can't even hold commanders hostage because of the exile effect. At best, this sliver can be a minor annoyance on the battlefield but it will hardly become much of an issue. Cut.

  • Ward Sliver: I'm a little iffy on cutting this one only because pro-color can be pretty strong. The only issue is that it can't be flickered reliably outside of Frenetic Sliver, but that's a bit too high risk for a more competitive sliver build. Again, you spending alot of mana for only something that can improve your boardstate...but not ensure you're going to win. If I was spending 5 mana, i'd want to cast something like a Mana Echoes or Intruder Alarm and a Gemhide Sliver. While a good sliver, it's just a little too high cost for something that's meant to be aggressive and low to the ground. Cut? up to you.

  • Pulmonic Sliver: For 5 mana this card does give your side of the board some resilience...but very little else. There are better spells out there that can give you graveyard recursion such as Patriarch's Bidding, Yawgmoth's Will or Living Death. Pulmonic is just over costed for what it does. Cut.

  • Virulent Sliver: Now this is an honorable mention here...as poison isn't very potent. You'd have to land 10 individual attacks on an opponent to kill them with poison. That number goes down to 5 when Bonescythe Sliver is on the field, but ultimately that 1 mana can go toward something better like a Manaweft Sliver, which isn't in your deck and absolutely should be. Virulent needs to get Cut.

Also, I don't remember if I said this, but awesome deck description! I'll post more thoughts as I have time. Keep working on your build! Chitinous Approval Ensues

Shamanintraining on The jungle...It just came alive and took him

7 months ago

Thanks multimedia

Appreciate the suggestions as this opened my eyes to re-tooling the manabase. This is the first commander deck I built and I made the mistake of never revisiting the manabase.

I think i'm going to go a little different route though and if you have any other thoughts on this strategy i'd love to hear them.

The plan is to increase the basics land count to 13-15 with a little extra focus on green. With those i'll add the green ramp/fixing staples of Kodama's Reach , Cultivate , Rampant Growth , Farseek , and Explosive Vegetation .

In addition to the basics i'm planning to add the Battle lands for another shot of entering untapped.

Prairie Stream , Sunken Hollow , Smoldering Marsh , Cinder Glade , Canopy Vista

I understand your point about cutting these guys:

Thorncaster Sliver , Ward Sliver - Easy cuts

Jolrael, Empress of Beasts - Love holding a player hostage with the land destruction threat. Sad to see it go.

Might Sliver , Megantic Sliver - Think the explosive pump spells do a better job so i can cut them.

Don't think I can let go of Constricting Sliver , Fury Sliver , Pulmonic Sliver

And as for Homing Sliver , Venom Sliver , Striking Sliver i'll probably put them back in.

Wanted to point out that Star of Extinction + Spiteful Sliver is an instant win ;)

multimedia on The jungle...It just came alive and took him

7 months ago

Hey, great deck name, +1 just for that :)

21 of the 34 lands in the manabase ETB tapped. That's a lot and not good for a five color deck. Since this is a budget manabase, budget lands to consider adding:

To help the manabase consider adding Sylvan Scrying to tutor for Command Tower ? The manabase is relying on dual lands making cards that can tutor for a dual land helpful.

Are Thorncaster Sliver , Ward Sliver , Jolrael, Empress of Beasts , Might Sliver and Pulmonic Sliver worth playing as five drops? The five drop Sliver here you want to play is Hivelord or Overload, playing seven other five drop creatures doesn't seem needed and can hurt the consistency of being able to play the better five drops. There's quite a few other five drop noncreature cards here too. Constricting Sliver , Fury Sliver , Megantic Sliver are six drop Slivers and they also don't seem needed.

Other cards to consider adding:


Cards to consider cutting:

  • Vivid Crag
  • Vivid Creek
  • Vivid Grove
  • Vivid Marsh
  • Vivid Meadow
  • Thorncaster Sliver
  • Ward Sliver
  • Constricting Sliver
  • Fury Sliver
  • Megantic Sliver
  • Jolrael, Empress of Beasts
  • Might Sliver
  • Pulmonic Sliver
  • Spreading Plague
  • Star of Extinction
  • Door of Destinies
  • Necrologia

Strangelove on The First Sliver to the Last Sliver

7 months ago

Hey Sectiron, +1 for you mate!

Here's my (casual?) list: Slivers/ First/ Lords

Clearly you've given it some thought, but it reads like you're underestimating your excludes... unless you're under-tuning for casual, tbf.

I wanted to list a few combos in case you missed them ;)

...Basically, Morophon, the Boundless , Sliver Queen , and Pulmonic Sliver go infinite in many ways... and Dormant Sliver , Basal Sliver (aka Ashnod's Altar ) , and Darkheart Sliver are all really good.

...as are Firewake Sliver (it gives haste) and Mindlash Sliver . Really, any sacrifice in general would let you play and turn off Dormant Sliver / Harmonic Sliver (aka Aura Shards )/ Crystalline Sliver /(etc) as well as capitalize on board wipes.

Ramp feels really nice... why not play more? Resigning yourself to 5 mana sounds miserable! I agree cascading into ramp is a bummer, but if you play 2:1 cards like Skyshroud Claim , (etc), you'll consistently play your commander as well as protect yourself from land hate (...it is too easy to deny the WUBRG player).

Also, play way more 1-drops, including non-Slivers. I personally like Phyrexian Reclamation and have been testing Reconnaissance . Currently my only 0-drop is Summoner's Pact , which effectively lets me stop cascading through <100 cards, tutor, and then shuffle. Your current setup is torture! Cascading for a single 1-drop (which you can't skip and just tutor) into <3 0-drops? You're flipping and shuffling way too much for a single rock! Either way, though, it looks like fun.

My tables are also casual, but Slivers are arch-enemy... no matter what! Embrace it :)

Hopefully this was helpful. glhf!

Sectiron on The First Sliver to the Last Sliver

7 months ago

This is a bit of a long one, but I'd like to respond to all the comments haha,

Hi TefflonDice!

Love the deck name. The First Sliver is very fast and can be brutal when the opponent can't blow you out. Swarming the field can be enough to slaughter your opponent if its 1v1. It's definitely much harder if your partner has killed your commander 3 times and forced it to become 11 cmc! But of course, still very good.

In non 1v1 it could be harder, but then it could be still ok as well, depends on the meta and the politics in the play group. I never realised how important politics were until I played one of my other favourite decks: Queen Marchesa . Sometimes I face 1 control deck and 2 other aggro decks and I find that we all team up to take down the control deck because it can easily blow us all up with an Evacuation or Cyclonic Rift . In a meta full of other aggro decks, sometimes I find there are more threatening challengers, e.g. Edgar Markov which can start of WAY faster, Maelstrom Wanderer which can just win in a single turn, and Reanimator strategies which summon giant unstoppable threats. In a full combo meta, you might find that you get a lot of support if you make deals with people to assist in taking down a combo player. One of my friends was playing Kess, Dissident Mage storm and everyone countered his boardwipes so I could get in to finish him before he went off. Certainly where no one plays politics, you will seem quite threatening because you're the 'sliver' guy (definitely a dirty word). The First Sliver is very threatening, but it has some weaknesses (e.g. board wipes) and may be portrayed as more 'dirty' than it actually is. If you make it clear what your weaknesses are, play it patient + look for windows where you can surprise kill people, and make it clear that you play a role in keeping the peace (that you're valuable to keep alive), it won't be too bad and people won't see The First Sliver as THAT big of a threat (albeit still a threat haha). When you attack, share the love. When you go in for the kill, be sure u can kill them dead.

I hope you have fun at the LGS! I'm actually overseas on vacation at the moment, but in July I'll be back at my LGS and keen to slam some games with this deck.

Hi Jasinatael!

Thanks for the constructive criticism; I don't think it's negative at all and very useful. I hope I get more comments like this. I'll try to address all the points, please let me know if I missed anything!

  • Hitting 5 mana consistently

You'd be surprised at how often the deck is able to get to 5 mana. I based the land count off my predecessor sliver lists, though after play testing, I found that 35 was good myself. We don't really thin the deck of lands so we draw lands quite a lot. If worse comes to worse, you might need to mull, but as soon as you hit 5 lands you can do much of what the deck was designed to do.

We have ramp in the form of Manaweft Sliver , Gemhide Sliver , Cultivate , Kodama's Reach , Herald's Horn , Urza's Incubator and even 2 pseudo-power cards as ramp (as well as ways to search for them/draw them). But you're right about the lack of ramp. Hence, I've I mentioned in one of the previous comments (#10) that I'll be trying to add more "ramp/rocks to ensure consistency as well as enough mana in the late game". Ultimately, however, I do want to minimise the number of non-sliver cards. The gimmick of this deck just aims to cascade as much as possible and play the pseudo-power cards. We don't risk cascading into ramp by accident, which is what I didn't like about my Maelstrom Wanderer deck, so the ceiling is high, but there is the trade-off.

The deck seems to do fine in getting to 5 from what I've seen, though I'll report back after further tests. Even if it doesn't hit 5 lands on 5, it doesn't mean doom. The deck is admittedly quite glass cannon regarding lands, though by virtue, it also has a high ceiling. Maybe after testing more, I'll go up to 36, but I will need to find room for that extra land. I'm considering even putting in utility lands (see comment #10) which will grind us advantage while also adding to the land count.

Much of the lands come in tapped yes, but in the guide I wrote that this was a budget mana base. I also suggested to use fetches, shocks (and even duals) if you had them available to you. The lands will come in tapped in this build, though if you sequence correctly it should not be too much of a hindrance.

Ultimately, I keep my low land count because: As you said I mentioned, the deck is fast. For the most part, 5 mana is all you need to go off because you'll be casting multiple slivers off each trigger (we also have acceleration cards that allow free casting, such as Descendants' Path and the hideaway lands, so we can do more with less mana). This low count also ensures you draw as most slivers as possible.

  • Recasting the commander

You are completely correct in noticing the weakness in The First Sliver being removed and being hard to be recasted. In comment #4 I stated that after play testing the The First Sliver became widely feared and was likely to be removed. Therefore I suggested to add in Diffusion Sliver . The idea is to either have enough lands or play protection before you cast The First Sliver (for now, but, as I mentioned, I definitely would like to try tech in more ramp, though what we have now is not too bad). Also, you have to be aware that as soon as you cascade a few times after, you're very likely to hit Mox Tantalite and Lotus Bloom which will keep you in the game until you hit more lands and the card draw engines (including Ancestral Vision ) will draw you into more.

As for protection, I consider cards that leave The First Sliver 's casting cost at 5 as protection as well (I probably should have been more clear about this). As long as you can replay your commander, it can do its job. These include: Crypt Sliver , Hibernation Sliver , Frenetic Sliver , Pulmonic Sliver , Sliver Hivelord , Ward Sliver , Crystalline Sliver and ways of searching. Sometimes these slivers will be situational (e.g. some cannot defend against exile effects), though patience and not presenting yourself as a threat before getting these cards out is the key. Sometimes you just need to play without The First Sliver abit. You can also let your commander go to the grave and use Graveshifter or Volrath's Stronghold .

Again, there are also other utility lands which I want to tech in (see comment #10) which will act as recursion after The First Sliver dies. In saying this, I avoid non-sliver protection spells for the same reason I try minimise ramp spells: ending the cascade chain. Also, I would rather draw slivers or non-sliver cards that accelerate us in the late game + while some of the slivers I mentioned account for board-wipes, the non-creature shroud/hex proof cards will leave you with no slivers to protect after a wrath.

Thanks for the feedback! I'll definitely test with more ramp and lands for sure.

Hi Feltrix!

This is an interesting suggestion, I haven't really considered it. Though there seem to be some downsides.

Aetherflux Reservoir could be good as we cast so many spells off cascade. This can lead to finishing opponents off early. However, we don't cast enough spells to gain us up to 111 life (assuming this is a standard game with 4 players and everyone at 40 life, leaving us at 1 after Aetherflux Reservoir ). Based on the triangle number sequence, if we cast 4 creatures we will deal 10 damage. If we cast 5 (the average) we will deal 15 damage. If we cast 6, we will deal 21 damage. This will take at least 6 turns to get to 111 life, by which the opponents will have destruction for the Aetherflux Reservoir and we can't protect it, lacking any counters in the deck (a bit too glass cannon?). We are also so aggressive that we can normally already kill under 6 turns when we do go off. Because the lack of defensiveness this deck has, we will also be taking a lot of damage from other aggro decks. This will be worse for us if we play Aetherflux Reservoir , because we will likely become more archenemy than we already are; we can definitely take out 1 or 2 players, but our life will be too at risk from the last player. This also encourages going all out with casting our hand, which may cause us to over-extend and blow out.

This may be assisted by Essence Sliver though such may be a bit inconsistent. Furthermore, it's a risk to cascade into it and is a card that we don't necessarily want in the late game, having cast everything we have already.

Though again, my theorising is all on paper and I might give it a try? In practice who's to say it won't work? With aggression from our deck we may not even need to reach 100 life. Very interesting suggestion.

  • Thank you all for the feedback! I like constructive criticism and will continue to improve this build.

chromiumthemutable on Commander Slivers Budget

1 year ago

Galerider Sliver is good, but it's expensive. Leeching Sliver is another good one, and a good anti-boardwipe one is Pulmonic Sliver. Shadow Sliver is good, since no one uses the shadow mechanic anymore. Another similar one is Shifting Sliver.

chromiumthemutable on Commander Slivers Budget

1 year ago

Galerider Sliver is good, but it's expensive. Leeching Sliver is another good one, and a good anti-boardwipe one is Pulmonic Sliver. Shadow Sliver is good, since no one uses the shadow mechanic anymore. Another similar one is Shifting Sliver.

Acerola on Sliver 1

2 years ago

I'm assuming you're playing a casual format where just about every card is legal so I'll give you a broad list of options.

Incidentally, the first deck I made was a slivers tribal as well :)

Lands:

  1. Ancient Ziggurat: Provides you any color of mana you need but on the condition that it's only spent for creatures.
  2. Sliver Hive: One of the two best lands for a sliver deck. You get any color you want without restrictions for a sliver deck. Late game, it provides functionality by allowing you to poop baby slivers out whenever needed.
  3. Cavern of Souls: The other best land and likely the best land in the game for tribal? Like the others, it provides you with every color AND makes your creatures uncounter-able. Extremely useful against blue deck matchups. Downside is that it's like 40$ a piece
  4. Unclaimed Territory: The cheaper brother of Cavern of Souls. Does everything it does for but doesn't give the "can't be countered clause." Worth considering since it's about 6% the cost of Cavern of Souls.
  5. Mutavault: Only provides colorless mana but can't turned into a creature at any time. Basically it can become a sliver whenever you need it, perhaps as a bait, blocker, or extra attacker.

Slivers:

  1. Gemhide Sliver / Manaweft Sliver: Excellent and perhaps critical if you're running several colors. Turns your slivers into mana dorks and allows you to speed up your game by providing more mana. Many sliver decks run 4x.
  2. Diffusion Sliver: If you're looking to modern-ize your deck then replace Crystalline Sliver with this. It's not that good comparatively but it's modern legal.
  3. Sinew Sliver, Predatory Sliver, Muscle Sliver: Your bread and butter of the deck. You're likely to run 8x of them if possible.
  4. Galerider Sliver: Literally a better version of Winged Sliver. It costs one mana less and does everything better. Replace Winged Sliver with this if you can.
  5. Venom Sliver: Gives all your slivers deathtouch, making them all deadly.
  6. Pulmonic Sliver: Gives all your slivers flying as well as the ability to "revive them" by putting them on top of your library upon death.
  7. Bonescythe Sliver: Gives all double strike. Easy way to secure your combat advantage and double your damage potential all in one go.
  8. Sentinel Sliver: Provdes vigilance to all your slivers. I love this card personally and run 2x.
  9. Sliver Queen, Sliver Hivelord, Sliver Legion, Sliver Overlord: Your sliver gods. All expensive but provide crazy utility. Queen makes more sliver. Hivelord gives your guys indestructibility. Legion provides stat buffs. Overlord allows you to search your library for any sliver you want.

Summoning Support:

  1. Collected Company: Luckily most slivers are 3 and below the CMC cost, usually making CoCo a 2-for-1 card. In essence, consider this an instant that reads "play this whenever you want to have 2 more slivers on the board." Can be used for surprise blockers / increasing your board presence. You may find that lowering the CMC to 3 and below maximize the value of this card.
  2. Aether Vial: Get 4x of this if you can. It's very costly but extremely useful. Allows you summon free creatures essentially at instant speed. This will be your turn 1 most of the time move if possible.

Others:

  1. Path to Exile or Swords to Plowshares
  2. Ponder, Brainstorm, Preordain
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