|Commander / EDH||Legal|
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|Commander 2017 (C17)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Shards of Alara (ALA)||Uncommon|
|Promo Set (000)||Uncommon|
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Savage Lands Discussion
1 week ago
Thinking of potentially reducing the number of Obelisk Spiders and Juvenile Gloomwidows in lieu of more Nyx Weavers, Grisly Salvages, Gather the Packs, and Victimize to capitalize on graveyard shenanigans. Considering swapping Prey Upon and Naturalize for some number of Nature's Ways and Putrefys, although I really like having access to naturalize in casual. Don't know if I should add another one or two Arachnus Webs, if two is enough, or if I should remove them and the Arachnus Spinners entirely. Definitely looking to swap Vivid Grove and a Rootbound Crag for some Savage Lands.
2 months ago
Here's some land recommendations, because playing 5 colors is hard without the right lands:
Ancient Ziggurat, Command Tower, Crystal Quarry, Frontier Bivouac (run all 10 of the tri-colored tap lands, they're cheap and good), Mystic Monastery, Nomad Outpost, Opulent Palace, Rupture Spire, Sandsteppe Citadel, Savage Lands, Seaside Citadel, Shimmering Grotto, Sliver Hive, Transguild Promenade.
You should drop all your basic lands down to 1 of each type. Running 5x Vivid lands and 10x Tri-color lands, and 1 of each basic land takes up 20 land slots. The rest should be land that some how taps for all colors.
I run a pretty low budget Slivers list, with Hivelord as the commander as well. Here's some cards that could up the power level of your deck without crazy monetary investment:
Primal Rage and Shared Triumph offer buffs to all of your Slivers. Spirit of Resistance makes you invincible if you have Sliver Hivelord in play. Unearth is a solid way to return some of your best Slivers to play after removal. Harsh Sustenance is solid removal with the added benefit of life gain. Obelisk of Urd is a good way to pump up your Slivers. Domri Rade is a planeswalker that works really well with Slivers. Gives you consistent removal as well as draw. The ultimate makes it real difficult to lose games.
2 months ago
maybe try the 8 tri-tap lands? just a suggestion, and if you dont know them they are Arcane Sanctum Seaside Citadel Jungle Shrine Crumbling Necropolis Savage Lands Mystic Monastery Nomad Outpost Sandsteppe Citadel Opulent Palace Frontier Bivouac
2 months ago
3 months ago
3 months ago
Glad to see your a fan of the wonderous hive also k_drake. I also happen to have a Sliver Overlord deck of my own, although mine is still a lot cheaper. Keep in mind however that LVL_666 has also chosen to bling out this deck nearly entirely, and thus the price you see on here is much more than what it would could actually be with a non-foil, non-masterpiece/expedition version of the decklist.
The first and most obvious things to avoid would be the original duals, (i.e Underground Sea, Volcanic Island, Tropical Island etc...), next you make do without Mana Crypt, Cavern of Souls, Wheel of Fortune, Yawgmoth's Will, and Mana Drain which should bring the deck down by a huge margin.
There's is such a vast amount of lands to choose from that could be suitable early on, including: the vivid cycle (Vivid Crag, Vivid Grove), the tri-lands (Seaside Citadel, Savage Lands, Jungle Shrine, and so on), then there's ones I use to use like Transguild Promenade, Exotic Orchard, Forbidden Orchard, Rupture Spire, Evolving Wilds / Terramorphic Expanse, Ash Barrens (highly recommend), and the panorama cycle (Bant Panorama, Jund Panorama, Esper Panorama, etc).
You can then make use out of the signets, Golgari Signet, Izzet Signet, etc) and perhaps use most of the combinations (prioritize the ones that have green). Anyways I know I have told you a Lot of information to read and consider, and so let me give you a good visual of what a starting point could look like:
Commander / EDH
SCORE: 365 | 70 COMMENTS | 120873 VIEWS | IN 401 FOLDERS
This deck by the Professor I do recommend you consider as a base, and from there start as I have done, which was slowly acquire all the slivers (and imo minus the queen, and legion at least at first), I actually was quite fortunate to receive most of the slivers needed for my list from a friend who had their very own Sliver Overlord deck and he sold/traded me eventually most of it as he was getting out of commander. I picked up stuff like Gemhide Sliver, Manaweft Sliver, Necrotic Sliver, Harmonic Sliver, Heart Sliver, Galerider Sliver and Crystalline Sliver if I recall first by cash and standard trades.
Then I got a few things like a Chromatic Lantern, Merciless Eviction, Heartstone, and Training Grounds for more additions. Eventually I started with getting the shocks and fetches (the khans fetches are cheaper) again the cheaper ones like Windswept Heath, Wooded Foothills, Temple Garden, Overgrown Tomb, Hallowed Fountain, and worked my way up having more than half of them (I'm currently only missing 3 fetches and 3 shocklands).
I got my Sliver Queen and Sliver Legion from the same friend who took apart his sliver list (it's unfortunate he sold it's entire manabase and then just kept the slivers before I even met him at my lgs though), after I had all the rest of the creatures and up until that point I focused more on an aggro/voltron strategy. I bought him some very pricey modern staples (2x Chalice of the Void before there reprint and traded an Ulamog, the Ceaseless Hunger for these 2 slivers and to nearly finish a whole deck to play for modern :)
You can then later like i'm soon about to do myself soon I think, start to buy things like a Mana Crypt, Mana Drain, Demonic Tutor, Wheel of Fortune, etc to make the deck more competitive.To give you an idea where i'm at, here's my decklist (I'm missing 16 cards in all from it) also that's cheaper than what you see here:
Commander / EDH*
SCORE: 10 | 10 COMMENTS | 3032 VIEWS | IN 3 FOLDERS
I did not exactly plan on writing essentially a book on this for you lol, and so I apoligize. In summary start by acquiring if you don't already own any these above suggested lands, and start acquiring all the slivers you can, I recommend get ones like Sliver Hivelord, Diffusion Sliver and or Crystalline Sliver, Blur Sliver, Gemhide Sliver + Manaweft Sliver, Bonescythe Sliver, Syphon Sliver, Heart Sliver, Harmonic Sliver, Galerider Sliver + Winged Sliver, and others like Predatory Sliver, Sinew Sliver, Muscle Sliver all of which are pretty cheap. Then you will want Chromatic Lantern, plenty of signets, Darksteel Ingot, Commander's Sphere, Fellwar Stone, maybe the newly reprinted Coalition Relic which is a bit cheaper now. Then start upgrading the manabase(Mana Confluence, City of Brass, Unclaimed Territory, Sliver Hive, Ancient Ziggurat are all a good start. Then go with maybe getting the filterlands which thankfully have been reprinted and are now a lot cheaper,(Flooded Grove, Twilight Mire,...) and the shocks/fetches prioritizing the ones for green like Breeding Pool, Overgrown Tomb, Windswept Heath, Wooded Foothills because you will want green I would say more than any of your colours to cast stuff like Manaweft Sliver + Gemhide Sliver, Kodama's Reach/Rampant Growth/Cultivate etc. Once you have most if not all of the slivers and the mana base then you can go back to refining the deck with medium to high end upgrades like Mana Crypt, Volrath's Stronghold, Demonic Tutor, Vampiric Tutor, Pact of Negation, and such. Personally in my case i'm refraining from the original duels for budget reasons myself as I can't ever see myself getting enough use out of them to make them worth it fully. Anyways I hope this gives you lots to think about!
(Final note), consider Spirit of Resistance at least initially if you think you can either protect it with counterspells or in a meta where enchantment removal won't be an issue :)
3 months ago
Hey, I suggest cutting a few Slivers, 46 is a lot, for some staple Commander removal and creature tutors that help you to find the important Slivers: Gemhide, Heart, Crystalline and Hivelord before you get Overlord into play.
You could cut 12 or more of the less good Slivers and be fine since Overlord is a Silver tutor then you don't have to focus as much having a huge number of Silvers you can instead play the best Slivers because you can tutor for them.
Consider adding these cards:
- Worldly Tutor
- Eladamri's Call
- Cyclonic Rift
- Anguished Unmaking
- Swords to Plowshares
- Beast Within
- Supreme Verdict
- Distant Melody
- Cryptolith Rite
33 total lands is on the low side for a budget five color manabase. This amount of land would be fine with the Fetch land/Shock land interaction because this gives you plenty of mana fixing, but you're not playing these lands. I suggest 38 total lands, few more Basic lands and replacing the Vivid lands with Tri lands. Tri lands also ETB tapped, but once they untap they can be used for the rest of the game to make one color of three colors to choose from. Vivid lands only give you two turns of any color.
Less good Slivers to consider cutting:
- Belligerent Sliver
- Cautery Sliver
- Constricting Sliver
- Darkheart Sliver
- Hunter Sliver
- Psionic Sliver
- Quilled Sliver
- Sidewinder Sliver
- Spined Sliver
- Opaline Sliver
- Magma Sliver
- Talon Sliver
A couple of Slivers that have good abilities who I don't see here:
Patriarch's Bidding although not low budget is great to get back all Slivers from the graveyard reanimating them, putting them directly into play. Aphetto Dredging is another option to get back multiple Slivers from the graveyard and put them into your hand. Living Death is another strong card to reanimate Silvers.
Good luck with your deck.
4 months ago
Hey, I recommend more ramp, more draw and more land.
Cards to consider adding:
- Temur Ascendancy: draw when Dragons ETB and haste for Dragons
- Elemental Bond: draw when Dragons ETB
- Kindred Discovery: draw when Dragons ETB and attack
- Vizier of the Menagerie: cast Dragons from top of library with any lands
- Painful Truths: draw three cards for three mana and three life
- Dragonspeaker Shaman: reduce all Dragons CMC by 2 is good
- Dragonlord's Servant: two drop who reduces all Dragons CMC by 1
- Farseek: land ramp, tutor for a Battle land
- Cultivate: land ramp, tutor for any two Basic lands
- Sol Ring: one of the best ramp cards for Commander
- Fellwar Stone: two drop ramp that can help to make five colors
- Commander's Sphere: three drop ramp that can help to make five colors
- Command Tower: one of the best lands for Commander, can make any one color
- Exotic Orchard
- Savage Lands: if playing tapped lands then the Tri lands are better options
- Jungle Shrine
- Frontier Bivouac
- Sandsteppe Citadel
- Opulent Palace
- Cinder Glade: Battle lands are two different land types and they work well in a manabase with lots of Basic lands.
- Canopy Vista
- Sunken Hollow
- Smoldering Marsh
- Prairie Stream
Cards to consider cutting:
- Aid from the Cowl
- Awaken the Sky Tyrant
- Blood Mist
- Dragon Roost
- Elephant Guide
- Sight of the Scalelords
- Day of the Dragons
- Durable Handicraft
- Spiteful Motives
- Vessel of Volatility
- Heroes' Podium
- Hero's Blade
- Stoneforge Masterwork
- Acrobatic Maneuver
- Crash Through
- Dramatic Reversal
- Inspiring Roar
- Death by Dragons
- Rolling Thunder
- Splendid Reclamation
- Kolaghan Monument
- Bloodfell Caves
- Scoured Barrens
- Thornwood Falls
- Wind-Scarred Crag
Dragons are already big enough with lots of power you don't need to play a lot of cards that increase Dragons power and toughness. Crucible of Fire is fine because this is a huge boost for all Dragons for only one four mana card, but other than this card you can cut all the others. Temur Ascendancy and Elemental Bond are budget three mana enchantments that can give you a ton of card advantage with Dragons. Drawing a card whenever a Dragon you cast enters the battlefield(ETB) is very good. Ascendancy also gives Dragons haste which is a nice added bonus.
I suggest adding more ramp because Dragons and your Commander, The Ur-Dragon have very high converted mana costs(CMC). Ramp can help to pay for these costs and play Dragons faster in a game than waiting until turn six or seven plus to play a Dragon. Dragonspeaker Shaman and Dragonlord's Servant only effect your Dragons, by reducing the CMC.
Land ramp is another way to ramp as well as help you find lands of the right colors to match the cards in your hand. Cultivate and Farseek are early game cards that can land ramp. Cultivate can only tutor for two Basic lands putting one of them directly into play and the other into your hand.
Farseek is two drop land ramp and it works with the Battle lands since they're two different type of lands, for instance Cinder Glade counts as a Forest and a Mountain. Farseek can tutor for any one of these Battle lands put it into play giving you more color choices.
Battle lands work well with Basic lands for a budget manabase you only need two Basic lands in your control to have any Battle land ETB untapped. This means you can use the mana from the land the turn you play it.
Sol Ring is a staple of Commander. Just about all decks play the card because it's amazing for one mana. Fellwar Stone is two drop ramp that depending on what colors your opponents are playing can make a color of mana. It can make mana no matter what, usually one of any of the five colors.
31x total lands is not enough land I suggest adding more land, 38-40x total lands. Playing a five color budget manabase means you need more land and Dragons have high CMCs. Adding Tri lands, lands that can make one of three different colors of mana help a lot for five color manabases.
Command Tower is a staple Commander card. It's a rainbow land it can make any color of mana because your Commander is all five colors. Exotic Orchard is like Fellwar Stone whatever colors of lands your opponents have in play it can make a mana of one of those colors. Like Tower it's a great budget land for a five color manabase.
Good luck with your deck.