Syphon Sliver


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2014 Rare

Combos Browse all

Syphon Sliver

Creature — Sliver

Sliver creatures you control have lifelink. *(Damage dealt by a Sliver creature you control also causes you to gain that much life.) *

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Cardhoarder (MTGO)

0.06 TIX $0.43 Foil


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Syphon Sliver Discussion

Vlasiax on The New Riptide Project

5 days ago

Hi, good start but I'd take out some slivers to make room for more Vials.
Also, most Sliver deck users would probably change this way:

Hope this helps :)

RazorWolf on Sliver Hive

2 weeks ago

And Lophane, I ended up adding two Syphon Sliver and completely took out Sidewinder Sliver. Thanks for the card suggestions. I have found a lot more succes actually with the few toolbox Sliver changes in the updated deck. It runs pretty smooth and very aggressive.

Lophane on Sliver Hive

2 weeks ago

if you need some more finishing power, maybe a Megantic Sliver or two could help push them up in power, though they do cost a lot of mana, i play EDH so I'm not sure n how much mana you are looking to accrue in a game.another few id really suggest are Venom Sliver (makes for great defense, Hunter Sliver (once you get some deathtouch, make em kill themselves on your creatures, and Bonescythe Sliver will help double up on damage while providing that same 'first hit' that Striking Sliver does for death touch to take effect.and if you find you're ever dying too quickly, Syphon Slivers are never a bad thing to help keep your life up

ridley.s on Sliver Modern

3 weeks ago

I would remove Darkheart Sliver and Aether Vial. I may put an enchantment like Shared Animosity or something else that will combo more with silvers. I personally would put Syphon Sliver

ramuzzini on The True Hive Mind

4 weeks ago

I don't play commander, but I would highly recommend playing both Leeching Sliver and Thorncaster Sliver. It will add plenty of value having both out and as you mentioned in an earlier comment it will avoid blockers or any other prevention. It's also low mana cost. Not sure how important life gain is for commander but I would also recommend Syphon Sliver.

zephramtripp on those crazy slivers...

1 month 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.

Tribal stuff:
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.
Belbe's Portal
Urza's Incubator
Patriarch's Bidding

PookandPie on A Study In Slivers: Toolkit Sliver Commander

2 months ago

The Panorama lands are never ideal and only useful in going extremely budget, but you're going to want shocks (or something with basic land types) to accompany the fetches. Fetches and lands like Prairie Stream can be a substitution until you obtain Hallowed Fountains and the like, but without a solid base of 20~ lands, I wouldn't even bother building a 5C Commander deck until you have an efficient mana base. The reason for 10 fetches, 10 shocks, 10 duals is so that way you have a fluid mana base and can cast cards from turn 1 forward. Mathematically speaking, you're going to want at least 20 of these lands to form your, "Base" and overload on lands like Exotic Orchard and City of Brass or even tri-lands so your turn 2s can be strong. Fewer than 20 may have you fighting for colors with your own mana base up to turn four, which is abysmally slow. Fetches let you think ahead and grab what you will be needing at the time, rather than be stuck with a Mountain, Jungle Shrine, and Plains when you have a hand with Galerider Sliver, Syphon Sliver, and Crystalline Sliver.

Make no mistake: The fetches are practically vital and I'd encourage you to run all of them that you can. Shocks are what give the fetches their strength for 5C decks in Commander, though, especially one like Slivers where you may need four different colors on your first four turns. Exchanging 3 life to grab a Stomping Ground to cast your first turn Striking Sliver into Gemhide Sliver is going to be incredibly important, and the less you have to rely on easily destructible permanents for your mana colors, the better (ergo, having 4 colors in two lands, even if you're down 6 life, is much, much better than using a Panorama to grab a basic and possibly being at the mercy of the topdeck for your other colors).

Summary: Get shocks, use all 10 shocks plus whatever fetches you have. Slow fetches may be able to fill in for the other five fetches you're missing temporarily (speaking of ones like Grasslands, Flood Plain, or something. I've seen lots of players properly mana fix with them for Slivers and it's easier to mana fix with those since colorless mana only helps 5C Commander decks when you've already met your colored mana requirements). Exotic Orchard, Forbidden Orchard, Sliver Hive, Ancient Ziggurat, City of Brass, Mana Confluence, Cavern of Souls, filter lands like Wooded Bastion, etc., can help you reach 35-37 without much issue.

PookandPie on Hive Minded - Sliver Overlord EDH

3 months ago

I run both, for what it's worth. Having two cards that let you essentially automatically win is worth it for me, and I also run Enlightened Tutor, Demonic Tutor, etc., to give me an even higher chance of finding them. I used to run no Sliver Queen so I had a more aggro-focused Sliver Overlord deck, but I guess now it's not quite so aggro, lol.

I... may like comboing out with Alarm/Engine so much that I included Cautery Sliver just to kill without even going into combat (after you pull all of your Slivers out, Hibernation Sliver, Cautery Sliver, and Syphon Sliver let you get infinite tokens via Sliver Queen since you will control a haste-providing Sliver and Gemhide/Manaweft to make mana. With infinite Slivers, you also have infinite mana, which is also infinite damage via Cautery Sliver, who gains you life as he deals damage thanks to Syphon Sliver).

Going from the weakest board state at the table to killing everyone in one turn is just way too good to pass up, in my opinion, lol. So yes, I would run both, for certain, and if you decide that you like it, consider Cautery Sliver to annihilate everyone.

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