Telekinetic Sliver


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral (TSP) Uncommon

Combos Browse all

Telekinetic Sliver

Creature — Sliver

All Slivers have "Tap: Tap target permanent."

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Recent Decks

Telekinetic Sliver Discussion

cdkime on can your opponent tap an ...

2 weeks ago

He cannot do this.

Rule 605 defines Mana Abilities.

Mana abailities must: (a) not have a target; (b) add mana to your mana pool when it resolves, and (c) not be a loyalty ability (Rule 605.1a). Gemhide Sliver's ability meets all these criteria, and thus can be considered a mana ability.

Pursuant to Rule 605.3b, mana abilities do not go on the stack--they cannot be "targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated."

Pursuant to the above rules, what your friend did is against the rules.

Since mana abilities are a bit odd, I wanted to provide you the answer for non-mana abilities as well. Let's say it is the same hypothetical, but you are activating Telekinetic Sliver. Your friend could still not tap down your creature to prevent its ability from activating.

The activation cost itself is not a part of the stack--only the ability it creates is. In your situation, you have already paid the costs and put the ability on the stack. Your opponent cannot undo your paying the costs, and thus cannot retroactively nulify your use of Telekinetic Sliver.

Let's say things were changed, and your opponent played the tap spell first. The tap spell is on the stack, but has not resolved. You may tap your Telekinetic Sliver in response, while your opponent's ability is on the stack, activating the Sliver's ability. Your ability will resolve; followed by their ability, which will hit an already tapped creature.

Edit: Ninja'd by Tyrant-Thanatos

Relentless5 on Co-Co Slivers

2 months ago

Rgarza904,Ancient Ziggurat used to be in the deck but turns out that it is really bad in the deck. You can't cast Aether Vial, Collected Company, Warping Wail, or Spellskite. And I am playing Telekinetic Sliver in my side board. And I am not sure what you mean by eldrazi sliver.

Relentless5 on Co-Co Slivers

2 months ago

Rgarza904,Ancient Ziggurat used to be in the deck but turns out that it is really bad in the deck. You can't cast Aether Vial, Collected Company, Warping Wail, or Spellskite. And I am playing Telekinetic Sliver in my side board. And I am not sure what you mean by eldrazi sliver.

Kyln on Sliver Collection

4 months ago

Firewake Sliver might be better than blur sliver, and Venom Sliver works really well with your play set of striking slivers. One of my favorite slivers is Telekinetic Sliver because if you have enough slivers you can tap down their lands.

JAPuckett85 on A Hive of Slivers

5 months ago

I have a sliver deck as well & will make a few suggestions if i may? Crystalline Sliver is by far the best sliver ever printed, imo, but he is not legal in Modern- & the next best thing is Diffusion Sliver! Diffusion Sliver &/or Opaline Sliver are crucial to playing slivers, since targeted removal is a sliver-deck's greatest enemy.. & unlike many sliver-abilities, their abilities actually stack, so with 2 Diffusion Slivers in play, a Path to Exile or Fatal Push or Lightning Bolt would cost FIVE mana just to take out one of your slivers.. I see you have 2 Diffusion Sliver, but since he is so important to keep your engine going, i personally prefer to run 3 of them (they are not aggressive enough to run 4x though, imo). Sentinel Sliver is amazing, & i would recommend 2x in every sliver deck! You can even attack, then use tapping abilities during 2nd Main Phase, effectively giving you a 2nd turn in comparison to running without him. Megantic Sliver is a total game-changer, and i have found 2x Megantic to be very very good. I run 4x Manaweft to be able to cast him, though, plus 1x Gemhide Sliver. Groundshaker Sliver is pretty bad.. I think Battering Sliver is actually better, but he is pretty bad too, imo.. I would cut them in fvor of Megantic Sliver. For a mana-base, 4x Sliver Hive is worth every penny, and 4 Ancient Ziggurat is nearly the same thing for about $1 (that is if you cut some of the sorceries, which i would personally cut all of them in favor of more slivers!). I think Spinneret Sliver is pretty terrible when you could be running Galerider Sliver as a 1-drop with a better ability. Predatory Sliver should be a 4-of, as should Sinew Sliver, which i am surprised to not see here. With 4x Venom Sliver, i would definitely recommend running at least 2x each of Striking Sliver & Bonescythe Sliver!! Another good card to run with the deathtouch is Quilled Sliver, though i wouldn't run more than 1-2 since his targets are limited to attacking/blocking creatures. Blur Sliver is ok, but i have found that cutting him is better- by the time you cast him, you should have other slivers in play, and every single sliver gives its ability to every other sliver, with or without the haste. I would rather give the slivers already in play more abilities instead of giving the cards yet to be played the ability to do the SAME THING as all the other slivers one turn earlier . Since it doesn't help with Predatory/Sinew's ability, i would cut Hardened Scales in favor of something like Collected Company. Harmonic Sliver is a must-have sideboard card, and i run 1x in my mainboard as well. Remember that Virulent Sliver has POISONOUS 1, not Infect- what this means is that your pump spells don't add any additional poison counters to your opponent; each sliver will only give them one poison counter when it connects (unless the pump is from Double Strike! More reason to play Bonescythe Sliver! That would double the poison counters as well). Anyways, sorry for the rant, but hopefully I've given you some ideas! I love slivers!! A couple more fun slivers as 1-ofs are Pulmonic Sliver and Telekinetic Sliver.. so many awesome abilities! Check out my Slivershod deck! My nephew played my Sliver deck against me with my Zombie deck and ended up swinging at me with 150+ damage at once, with Flying, Deathtouch, Double Strike, Lifelink, Indestructible, & a Diffusion Sliver!! That just shows how insanely out of hand they can get if they go un-checked. Good luck!

herringtonr on You guys like swarms of things, right?

5 months ago

Personally, in my sliver deck, I chose to get rid of Striking Sliver and Necrotic Sliver in favor of Leeching Sliver since it makes your attacks much more deadly if you get a swarm. Also found that 1 Sliver Legion in mainboard can be a game winner by itself. I would also have to recommend Warping Wail as a counter spell for board wipes and it helps get rid of some threats such as Noble Hierarch and Dark Confidant. Also, this is just personal preference but Telekinetic Sliver can be good as a 1 of in the sideboard to keep your opponent mana locked while you build up your slivers.

LVL_666 on Alien 5

5 months ago

First, i'd like to say that it'd be my pleasure to help you streamline your deck. So what you're seeking is efficiency, cutting the number of slivers that are redundant, or don't contribute as much...okay...i'll make some cases for what you can cut and place them into "must cut" and "maybe cut" depending on your meta and what direction you'd want to take your deck in.

Must Cut

Constricting Sliver: The cost simply isn't worth it. CMC 6 for a 3/3 that can only exile creatures is really underwhelming.

Fungus Sliver: I understand this guy can combo with Thorncaster Sliver, and make your slivers a bit more resilient, but i'd prefer to include Muscle Sliver over this guy. Or nothing at all.

Darkheart Sliver: Only useful against mass removal events. Basically, he's just meant to kind of discourage them. Outside of that, CMC 2 for a 2/2 isn't bad. Doesn't contribute much past that though. You can cut this.

Two-Headed Sliver: Why bother when you have Shifting Sliver AND Galerider Sliver in the deck?

Hunter Sliver: Provoke is interesting, but I don't think this guy belongs given your current general. Sliver Overlord is the control oriented sliver general (Queen is combo, Legion/Hivelord are aggro). Hunter is neat, but he doesn't fit.

Lymph Sliver: No. Just no. On top of being a CMC 5 cost for a paltry 3/3, Absorb is a joke of an ability at best. It's a neat? concept but even Wizards just outright abandoned it after they thought it up. Lymph is literally THE ONLY card in all of magic to have that ability...which is awful.

Sidewinder Sliver: This guy is only any good when there are more than one. Since flanking is a triggered ability it stacks. That means with 4 sidewinders in play all creatures without flanking who are getting blocked by slivers get -4/-4. But with only 1 sidewinder, a measly -1/-1 will hardly stop anything. Especially in EDH.

Thorncaster Sliver:Has neat synergy with Venom Sliver. Outside of that, it seems to be too niche of an ability to make much of an impact. CMC 5 for a 2/2 makes it an auto removal in my opinion. You have better things to spend your mana on.

Maybe cut:

Clot Sliver: Personally, i'd slot in Sedge Sliver over this guy, due to the fact that you do have swamp typed lands, but I can see why you'd keep him given your deck's current configuration.

Root Sliver: Inclusion of this sliver is highly dependent on your meta. If you face counter happy decks on the regular, then definitely a must include. But if are only seeing counterspells once every blue moon (like me) then this card isn't worth the permanent slot. Keep in on the sideboard.

Telekinetic Sliver: A neat sliver, but i'd say it's highly dependent on where you want your deck to go. If you were running something like Mind Over Matter or Paradox Engine I could see this being very interesting...but just putting it in...(giggity) doesn't seem all that worthwhile. But that's just me.

Toxin Sliver: Has a very quirky and weird triggered ability that is NOT deathtouch. My problem with this guy though, is that he's a CMC 4 for a 3/3. Good synergy with Thorncaster Sliver, but not all too useful in a control oriented sliver deck. If you were going aggro? That'd be a different story.

Ward Sliver: I have mixed feelings about this one. CMC 5 for a 2/2 is an automatic no, but protection from a color of your choice can be outright amazing depending on the situation. Use your best judgement on this one, but really take a moment and examine what direction you want your deck to go in.

Hope my thoughts gave you some guidance on where you want to go with your deck. I'll definitely keep watching to see where it goes...keep on slivering my friend. Oh, and +1 for ya!

Adam_Dills on Poppa Markov

5 months ago

Love everything about the deck. Except the bounce lands. They are terrible. I understand that land bases can never be "perfect", but bounce lands are miserably bad. Basics are better. If a bounce land gets returned with Venser, Shaper Savant destroyed with Strip Mine, Tectonic Edge, Wasteland, Vindicate, Dust Bowl, Ghost Quarter, the list goes on and on. If they tap it down with Ajani Vengeant, Tamiyo, the Moon Sage, Telekinetic Sliver, Opposition. Bounce lands are just so bad. If they get turned into mountains with Blood Moon or Magus of the Moon. They just suck lol. You take a turn off to play them and return another land to your hand. Then if any of that happens you get put so far behind, and I barely scratched the surface of cards that hose bounce lands. They come in tapped. This is an aggressive deck. You want as few enters tapped lands as possible. Just play Path of Ancestry over one of them. It is in the pre con. Literally a thousand times better. Personally Im a fan of City of Brass and Mana Confluence but I understand that not everyone is. I also like Ancient Tomb but this deck does look demanding on devotion. If you can get your hands on an Urborg, Tomb of Yawgmoth that card is bananas. I use fastlands too. I feel like any land that has a condition that once met allows them to come in untapped is just always better than lands that always come in tapped. Unless they have a special effect such as Path of Ancestry or make all three colors such as Nomad Outpost. I hate Nomad Outpost but its a necessary evil. I would play the cycle lands that come in tapped. They achieve the same goal but can do other things. Bounce lands are soooooooooooo bad

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