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Deck does not contain a lapdance *ding* Sliver EDH

Commander / EDH* Hive Mind Primer Sliver Tokens Toolbox

The_Munchkin


Maybeboard


Hello Everyone! Welcome to a heavily upgraded version of my original Commander deck. I started out with this as a casual deck and it slowly morphed into a commander in 2015 after I was introduced to the format by my good friend Suns_Champion. Since then I have never looked back and all I ever play is EDH. Since my meta includes both my playgroup at home in Kansas City and at school in Manhattan "the little apple" KS it is very diverse, although my home playgroup which includes Suns_Champion, karnwithpants, and Bezter, among others, is the higher power group.

Before choosing to go further you must consider if you are willing to play slivers. Do you want to be focused turn 1 no matter what anyone else is doing? Do you want enough salt from you opponets to kill every snail on the planet twice over? Do you lack a soul and any sense of basic human decency? If you answered no to any of these questions turn around now.

With it now established that you hate yourself and your playgroup enough to play a sliver EDH Let's begin.

I've broken the deck up into seven categories to help show the main purpose of the card in the deck.

Feel free to set it to normal categories if it makes it easier to understand. Also, all of the cards are broken down by type below in the primer.

Sliver Overlord, while it is the cliche choice, really is the best commander. The tutor ability is simply unbeatable compared to the other legendaries. While I have been curious about using other legendaries such as The First Sliver it's hard to beat the "you can just tutor for it" argument.

Therefore, Sliver Overlord is, in my opinion, the best choice for a commander in a sliver deck if you are seeking to make it as competitive as possible. His tutor ability allows for you to get any sliver you need which can be game-winning or just getting you some quick artifact or enchant destruction. This ability is made even better when Training Grounds is out, making for a 1 mana tutor for any situation

His second ability to take control of slivers can counter people stealing creatures and can be combined with Amoeboid Changeling in order to take control of any other creature on the board.

A 5 color Mana Base is incredibly difficult to make, so here is my attempt at it. The base includes all 10 Shocks which give a good variety while still keeping color fixing fast and a mix of various other 2 color lands, utility lands, and fetch lands. I will be moving to collecting all 10 fetch lands as time and finances allow me to collect more. We also have one of each basic land to search up with Prismatic Vista or if someone hits us with anything like an Assassin's Trophy. I wont discuss these in detail as they should be pretty self explanatory.

To make this deck fast and competitive it is necessary to avoid lands that ETB tapped as much as possible. This makes a budget land base hard to accomplish but, it is possible and I had run lands that etb tapped, such as Tri-Lands, when this was a more budget deck, but if you are seeking to be as competitive as possible these are good things to replace with upgrades.

To add to these we have the following:

  • Cavern of Souls: source or any color for slivers, and protection for any sliver you cast is an incredible value on a land that enters untapped.

  • City of Brass: With the 40 life given in commander, taking only 1 damage for mana of any color is hardly a trade off.

  • Command Tower: Gives any color for anything. The perfect land!

  • Exotic Orchard: This can usually add any color depending on opponents, if not, then it usually gets at least 2 or 3 colors.

  • Gemstone Mine: This is going to give fast color fixing whenever it is played. It will only help for three turns but that should be enough to get more lands into play and establish a stronger mana base. This land can also stick around if Chromatic Lantern is in play.

  • Mana Confluence: This works fundamentally the same as City of Brass, and with 40 life, the tradeoff of 1 life for any color of mana is easy to make.

  • Prismatic Vista: Searches up for any color we need, The 1 life is hardly even a cost to come in untapped as opposed to Evolving Wilds

  • Sliver Hive: Gives us any mana for slivers and can put sliver tokens on the battlefield.

  • Unclaimed Territory: Gives us any color for our slivers and comes in untapped.

  • Amoeboid Changeling: This is a 1 off that is used for its ability to give a creature all creature types. This is then paired with Sliver Overlord's ability to pay and take control of target sliver, allowing you to take control of any creature on the board.

  • Basal Sliver: Mana advantage is huge and this provides a giant advantage if we need mana to execute a combo or recover from a board wipe. The slivers dont even need to tap to get this allowing for some infinite combos with the card.

  • Bonescythe Sliver: Giving our creatures huge damage potential as well as first strike with dealing both first strike and normal damage.

  • Brood Sliver: Generating sliver tokens can get out of hand for opponents and these come in with all the abilities of all the other slivers. This also allows us to attack and create blockers to leave up for subsequent turns.

  • Cloudshredder Sliver: incredible sliver, combines Heart Sliver and Galerider Sliver for only . It is really one of the best slivers for its value.

  • Crypt Sliver regenerates slivers for just tapping another sliver. This allows you to attack with effectively half of them and then regenerate or to just keep them untapped to bring them back from a board wipe.

  • Crystalline Sliver: Incredible protection for all your slivers, and usually one of the first thing I tutor for.

  • Dregscape Sliver Can bring back some key slivers for one turn for the win. This can also be combined with Frenetic Sliver as flickering the slivers can save them from Dregscape Sliver's sacrifice requirement.

  • Frenetic Sliver can just be used if the board is wiped or the sliver would die anyway. Also note above combo

  • Gemhide Sliver, Manaweft Sliver: any slivers tapping for mana is huge for fixing and both of the cards are important combo pieces when paired with Intruder Alarm.

  • Harmonic Sliver, one of my most played cards allows all slivers that enter to get rid of any artifact or enchantment. However, this effect is NOT a may ability so be careful as you don't want to have to remove one of your own key enchantments or artifacts if your opponents run out.

  • Heart Sliver: This gives all our creatures haste, super important to attack or use abilities such as Manaweft Sliver allowing you to play a sliver and then immediately tap it for mana.

  • Hibernation Sliver: This is going to further keep our creatures protected from boardwipes, by letting us bounce creatures to our hand to then cast on subsequent turns

  • Homing Sliver: This basically gives us the Sliver Overlord's ability on every sliver in our hand with the extra cost of discarding a sliver. This can gives us a great ability if we are unable to cast our commander.

  • Horned Sliver: Trample can give us a killshot with our slivers by just swinging out after they have been pumped up by things like Sliver Legion.

  • Lavabelly Sliver: the lifegain is secondary to dealing the damage directly. Planeswalker removal is great and it is a key combo piece with Sliver Queen where making infinite slivers can just deal damage and avoid having to swing for victory.

  • Necrotic Sliver to destroy any permanents which work especially well when you get tokens out on the board.

  • Quick Sliver: This is a great card, especially if you can play it early. Being able to sit on protection spells until your opponent's end step to play all of your slivers.

  • Sentinel Sliver: Getting vigilance just allows us to swing every turn.

  • Shifting Sliver: For all intents and purposes it makes slivers unblockable, unless you're facing another sliver deck or a changling deck.

  • Sliver Hivelord: incredible protection, especially from most boardwipes. pretty self explanatory why it so good.

  • Sliver Legion: deserves special mention as it can turn a board of 4 or 5 1/1's into something far scarier and is a 7/7 for 5 which will also be pumped up from other slivers via its ability. It's not hard to imagine it dropping in as an 11/11 for

  • Sliver Queen: Important combo piece and can just make a ton of tokens even without combo pieces.

  • Striking Sliver: first strike just helps us to keep our slivers alive and clearing our opponents.

  • Syphon Sliver: Lifegain can be a saving grace and can keep you alive if your board gets wiped and you need some time to rebuild.

  • The First Sliver: Cascade is a historically broken mechanic. Now that it has been added to one of the most broken creature types and there's no excuse not to use it. This could give us a nice spell, some artifact ramp or even second sliver (Which will not trigger another cascade as The First Sliver isn't on the board yet).

  • Venom Sliver: This can be used as a way to remove big creatures or, more likely, as a deterrent from attacking my side of the board.

These include most of our board wipes and recursion

  • Demonic Tutor: This is an answer finder and can grab anything we need for only , but only at sorcery speed.

  • Grim Tutor: This card's price has dropped with a reprint in M21 so I had to pick one up. It's a great tutor that can get us an answer or a combo piece for 3 mana and 3 life.

  • Harsh Mercy: This is a great card for us. Most of the time this will leave 1 or 2 of your opponent's creatures while leaving all of yours in play

  • Kindred Dominance: This is an even better version of the card above. Its a single sided boardwipe that keeps all of your creatures on the board. the only downside is that steep mana cost.

  • Nature's Lore, Three Visits: Fast land ramp and it can search for a shock land to grab 2 colors.

  • Patriarch's Bidding: This is huge against any opponent excluding another tribal player. this is bringing back all our slivers and probably only 1 or 2 of our opponent's creatures. This is a great card to play immediately following a boardwipe as you reestablish a huge board presence immediately while others are still rebuilding.

  • Toxic Deluge: Probably the second best board wipe in commander right behind Cyclonic Rift, and theres a reason. This can probably kill anything on the board at the cost of some of our life, but it gets around indestructable and hexproof for only .

  • Windfall: This can be a great draw engine, refilling your hand after an opponent has drawn a lot. Obviously, Wheel of Fortune would be better here but until I can pick one up Windfall is still a good include.

All of these are going to help us out in some significant ways. either ramping us early, buffing our creatures, or fixing colors.

  • Arcane Signet: Oh boy, another multi color edh staple! Even better, it is currently (Nov 2019) only being printed in brawl decks and collectors boosters! Seriously though, a artifact that taps for any color and enters UNTAPPED, this is a 5 color decks best friend. It acts like a signet that doesn't need a filter imagine a starting turn of Command Tower --> Sol Ring --> Arcane Signet --> Mystic Remora.

  • Chromatic Lantern: This is our deck's best friend. it immediately fixes all of the color problems we could be having and gives a mana source on to of that.

  • Engineered Explosives: This gives a great way to remove a bunch of threats all at once and will absolutely hose token decks by playing it for x=0.

  • Fellwar Stone: for artifact ramp of basically any color is great. Within my meta there is a good chance I get all 5 colors, and even if I only get three its still a good play as it will almost always fix the colors.

  • Scroll Rack: This provides incredible card selection. Once a turn all unuseful cards can be dumped on the top of the library. If Sliver Overlord is in the game then the garbage can be shuffled after searching up a sliver to hand.

  • Sol Ring: The commander staple. I actually didn't run this for a while as it didn't help me color fix but with so many ways to get colored mana it's too good to pass up.

  • Intruder Alarm: This is a huge combo piece when paired with any mana producing sliver or Mana Echoes. If you play this you need to be able to win as you will be targeted as soon as you play this.

  • Mana Echoes: Not just a combo piece but it is just an incredible value card, and can make a ton of tokens when paired with Sliver Queen. It is always a great play but can turn you into a target.

  • Mystic Remora: Incredible card draw spell, and a great early game play to get ramp and refill your hand from early game plays.

  • Rhystic Study: a commander staple that is either going to tax our opponents for 1 or draw us a card. This can generate us a ton of card advantage and help us draw into answers and combo pieces.

  • Smothering Tithe: Great value card that can help us fix mana in the short term. it is just a great value card.

  • Song of Creation: this is something I will be trying out in the deck. I feel like the value potential is huge and the amount of card draw can easily run into a combo or other finisher. with so many ways of creating mana in the deck, being able to net one card with every cast is incredible. I am primarily going to use this as a knockout punch to skyrocket me ahead and refill my hand. I don't see it being very successful if it sticks around more than one turn, as having to discard your hand is the last thing we would want to do. that being said, you are still able to refill your hand by tutoring up and casting a sliver to get the draw going again.

  • Sylvan Library: This can give us huge card advantage when needed and even if we don't have the life to spare it gives us much better selection, allowing us to draw 3 and then put 2 back on top. This can be used to set up subsequent turns, or shuffle away garbage with Sliver Overlord's search ability.

  • Training Grounds: Basically included for Sliver Overlord's ability, making it only cost to tutor for any sliver.

  • Underworld Breach: This is my budget version of Yawgmoth's Will. It can get back an important combo piece or two that was destroyed earlier, including artifacts or enchantments.

Easy removal at instant speed

  • Anguished Unmaking: Removal spell that can target any permanent, allowing for more options and better removal.

  • Assassin's Trophy: Great removal spell for a low cost. It can get rid of any permanent we need it to.

  • Beast Within: More removal and interaction to help keep us going on our plan. The most important fact being it can target any permanent, letting us get rid of problem enchantments, artifacts, or even a key land like Cabal Coffers or Gaea's Cradle

  • Counterspell: The name sake for an entire class of, well, counterspells. This is an easy include in any deck has blue.

  • Countersquall: Easy, low cost counter magic with only one required to cast.

  • Cyclonic Rift: Arguably the most powerful card in EDh: this one sided board wipe is almost exclusively cast overloaded, and will probably win you the game.

  • Delay: This is another counterspell that can stop anything we need it to, and gives the table 3 turns to find an answer before the spell is cast again.

  • Dovin's Veto: An easy counterspell to keep boardwipes from clearing our board.

  • Krosan Grip: Artifacts and enchantments are some of the most powerful cards in the game and many of them are the key to the opponents win condition. Because of this, some well timed artifact destruction can be backbreaking. This card only improves that with split second, so it cant even be countered by almost all counter spells.

  • Negate: One of the most played spells in magic. Even as a common it makes it in to many competitive decks.

  • Swords to Plowshares: Classic removal spell. great for getting rid of a key creature.

  • Vampiric Tutor: With another drop in price, this is definitely going in the deck. It is incredibly powerful, allowing us to get any card in hand at instant speed for just and two life.

This deck usually wins through one of two avenues- one of the below infinite combos to machine gun everybody on the board down to zero, or through an aggro, creature based damage route, usually by amassing enough slivers and then dropping Sliver Legion and turning everything sideways. If what you are doing isn't moving you in one of these directions then you most likely aren't going in a winning direction. The only exception to this would be interacting to clear away your opponents win conditions or protect your own boardstate.
The biggest thing to look for in an opening hand is color fixing and ramp. We need to be able to cast all of our slivers and be able to get our commander out fast, preferably turn 4 or 5. It is good to have a couple long term payoff pieces like Smothering Tithe or Mystic Remora. This is also a time to play out non combo-oriented slivers, pieces that are not remove on sight and can still advance our board state.
So Sliver Overlord has hit the battlefield, and both it and you are still alive and it's time to kick some teeth in. But what do you tutor for first? This can be a somewhat difficult question to answer. Obviously, if you have to answer an immediate threat , you should do that (ex. Need to remove an enchantment with Harmonic Sliver), if there is not immediate threat, there will be soon, so i usually get out some protection. Provided you can cast him Sliver Hivelord is a very good play, he will protect all your slivers from most boardwipes and let you block without worry. If not, Frenetic Sliver and Crystalline Sliver also offer good protection, or at least keep some of your creatures on the board.

The name of the game of this part of the game is damage and protection. You need to be getting in for damage any way you can as whittling your opponents down is crucial if you want to close out the game. Giving your opponents enough time and draws is going to let them dig for an answer, which leads us to the second part, protection. This is just as important as damage as you want to find answers to your opponents preemptively to keep control of the game. As previously mentioned, you need abilities to keep your guys on the board or at least bring them back. Most of the time, the easy answer to this is Sliver Hivelord as his ability hoses most of the common board wipes. A second important protection sliver would be Crystalline Sliver as it will keep your opponents from removing the Sliver Hivelord. These won't keep you completely safe from cards such as Cyclonic Rift. For anything like this the Frenetic Sliver. This won't keep everything alive (probably) but it should keep at least some of your creatures on the board (again, probably).

Your way to close out the game is to build up to a critical mass of slivers so powerful that you can just turn everything sideways and wipe the floor with your opponents. Provided you can keep your slivers protected and on the board this is actually pretty easy to achieve as with something like Sliver Legion turning all your creatures in to 7/7s or 8/8s.

The other way to win would be to combo out with one of the combos mentioned below, making infinite sliver tokens or tutoring for and playing all of your deck and then making infinite tokens. You get the point.

Mana Echoes + Sliver Queen infinite combo engine for infinite colorless mana and sliver tokens. Execution: Have Mana Echoes and at least 1 other sliver on board (This could be Sliver Queen). Next, cast any sliver. This will trigger Mana Echoes getting you , one for the sliver on board and one for the one you just played. Pay to activate sliver queen, triggering Mana Echoes and getting you . This can be done an infinite number of times, netting you infinite 1/1 colorless slivers and infinite colorless mana.

Lavabelly Sliver + Mana Echoes + Sliver Queen infinite combo engine for infinite colorless sliver tokens and infinite damage and life. Execution: See above, adding that every token that hits the field deals 1 damage and gains you 1 life, allowing you to machine gun down any opponents.

Intruder Alarm + Manaweft Sliver allows for infinite mana of any color, can play your entire deck. Execution: Have Intruder Alarm as well as a haste enabler such as Cloudshredder Sliver, and a mana producing sliver like Gemhide Sliver on the field. Tap your slivers to cast any sliver from hand, this triggers Intruder Alarm, untapping all your slivers. If Sliver Overlord or Sliver Queen is in play then you have the ability to tutor out you're whole deck as every time you play a creature you untap all of them giving you a near infinite source of mana, even without the Queen.

Sliver Overlord + Training Grounds Allows for 1 mana fetch for slivers. Execution: Self explanatory.

Amoeboid Changeling + Sliver Overlord Allows you to take control of any creature on the board. Execution: have Amoeboid Changeling and Sliver Overlord on the field. Tap to activate Amoeboid Changeling's first ability targeting the creature you want control of. It now has all creature types, including sliver. Activate Sliver Overlord's second ability to gain control of the now sliver (NOTE-This cannot be done if our Crystalline Sliver is in play because as soon as it becomes a sliver we lose the ability to target it). The effect from Amoeboid Changeling will ware off at end of turn but that doesn't matter, we still keep the creature permanently unless it is killed or stolen back with something like Homeward Path.

Dregscape Sliver + Frenetic Sliver Gives you a 50/50 chance of keeping a sliver on the board by avoiding the unearth effect. Execution: have Dregscape Sliver and Frenetic Sliver in play and pay to unearth a sliver with Dregscape Sliver. The next time that creature would leave the battlefield activate Frenetic Sliver's ability while the unearth exile trigger is on the stack. if you win the flip, the card exiles and the exile effect fissles, since it no longer has a target. if you lose the flip you sacrafice the creature, sending it to the yard before the exile effect, so it fissles. either way you end up better off with either a creature on board permanently or going back to the yard to be unearthed again later.

Basal Sliver + Sliver Queen + Lavabelly Sliver Give us infinite damage and lifegain. Execution: Have all pieces on the field with either or another sliver. Use the or sac the sliver to activate Sliver Queen's ability, making a and triggering Lavabelly Sliver. Then sac the sliver token creating to activate Sliver Queen again. Continue this process to ping everyone with Lavabelly Sliver until you win.

Stregnths:

  • This deck is meant to be explosive, it can go from 2-3 small slivers to a board of 10 creatures all pumped to 10/10's in a single turn. This helps to be able to close games as you can establish a winning board position very quickly.

  • The toolbox-iness of the deck is hard to beat. With Sliver Overlord's ability to tutor up any sliver you have a wide variety of answers available to you. Anything from needing to block a flyer with Galerider Sliver to destroying a key combo piece with Harmonic Sliver, and these can even all be done at instant speed with a Quick Sliver in play. All these answers can help the deck to quickly protect itself and answer a variety of threats as they make themselves, well, threatening.

  • Removal and interaction are key to a sliver deck. You need to do two things to win with this deck: 1. Keep you're slivers alive so you can get to a critical mass and overwhelm the field with threats, and 2. keep youre opponents from landing any big threats to #1. With this in mind, the deck includes a large suite of removal and countermagic. With the ability to counter wrath effects and remove key permanents that disrupt our gameplan the deck can be hard to stop. With all 5 colors available to us we have the best options open from your classic Counterspell, to Swords to Plowshares, to Assassin's Trophy we can always have the most efficient cards avilable.

  • The ability to develop quickly also helps us to rebuild quickly. With all our creatures synergizing with each other dropping 2-3 creatures after a board wipe can instantly reestablish our board and present threats.

Weaknesses:

  • This deck, as with all creature based decks is very susceptible to mass removal. Resetting the board usually destroys our combo pieces or hampers our ability to swing out for damage. These can be mitigated by either protecting creatures with things like Sliver Hivelord or Frenetic Sliver, or by using countermagic. The wipes that hurt the most are ones that don't destroy and thus invalidate Sliver Hivelord, things like Cyclonic Rift, Terminus, or Urza's Ruinous Blast hit very hard and can only be stopped with counter magic.

  • Sacrifice effects like Dictate of Erebos or Butcher of Malakir are incredibly dangerous to the deck. These get around all of our protection, Crystalline Sliver and Sliver Hivelord cant get around it. We can't even sacrafice the creatures for value, These effects are counter or remove on sight unless you have a lot of tokens to sacrafice.

  • Color fixing is always a concern in any non-mono deck and at its hardest in 5 colors. Having the right mana to cast what we need to when we need to is critical to success and we cant do that without . To help this there are lots of color fixing tools in the deck from fetches and cards like Nature's Lore to cards like Manaweft Sliver and Chromatic Lantern. With so much fixing I Usually have the colors I need but it is crucial to all of the decks win conditions to have all 5 colors avilable to you.

  • A much more niche but still serious concern for A Sliver Overlord deck is theft decks. With Sliver Overlord's second ability, if it gets stolen all of your slivers are now at risk, and many of them will help out the other players sliver.

These are potential upgrades for the deck. Please let me know your opinion on the cards added as well as what to take out.

  • Basic Land --> Sylvan Library: I have come to see that I can begin to cut down the number of lands in the deck. With so many sources of ramp, ways to search up lands, and a lower overall CMC I will probably be cutting the base down to~ 36 lands. Sylvan Library is a great card draw enchantment allowing us to trade life for cards if we need them or simply set up our library for future turns.

  • Vanquisher's Banner --> Song of Creation: I really have not liked Vanquisher's Banner since I've put it in. the benefit is good but there has never been a time where I didn't have a better use for . Between this and the fact that it comes down when I want my commander out I'll be taking it out for Song of Creation. This provides a much bigger card advantage, allowing us to dig for combo pieces. The downside kinda sucks but with Sliver Overlord's ability to tutor up a creature we can recover from a turn where we run out of gas, provided we haven't already won the game.

  • Basic Land --> Underworld Breach: This is basically a budget replacement for Yawgmoth's Will, costing only and not sending creatures to exile, it had the downside of exiling 3 cards from the yard. However, this will probably only be used to play out a few cards for a win.

  • Skyshroud Claim --> Three Visits: With a reprint in Commander Legends this card is finally an affordable upgrade I can make.

Lands:

Card Advantage:

  • Reading +1

  • Over 1 minute of description +1

  • Accordions in accordions +1

  • Deck creator has no sense of the "Spirit of EDH" or human decency +1

  • Deck creator thinks he's clever +1

  • Deck creator thinks sarcastically calling himself clever is clever +10

  • Excessive use of mana symbols +1

  • Includes degenerate, expensive cards but still uses tri lands +1

  • Uses the most cliche Sliver Commander +1

  • Breeding Pool is also what I called my college dorm room +1

  • Deck has updates for upvote milestones +1

  • Deck has +100 upvotes, and is therefore elitist +100

  • Deck does not contain a lapdance +1

  • Roll Credits +1

  • Sliver deck is a Sliver deck +1000

SIN TOTAL: 1122

SENTENCE: PLAY BOROS

Open to any feedback to make the deck more gross or any suggestions for more sins. Big thanks to Art-n-Lutherie for the idea. If you enjoyed and want to help me increase my self esteem with meaningless points on an internet forum feel free to drop an upvote below.

+1

Suggestions

Updates Add

Its time to upgrade the mana base again, I have now cut it down to 35 lands, which I think I can get away with now that I have more fast mana. i also picked up the newly reprinted Grim Tutor and a Toxic Deluge. Path of Ancestry has been replaced with Gemstone Mine, which I think will be much faster for when I need it.

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Casual

99% Competitive

Revision 55 See all

(2 years ago)

+1 Monologue Tax maybe
+1 Secluded Courtyard maybe
Top Ranked
Date added 7 years
Last updated 1 year
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

47 - 0 Rares

25 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.71
Tokens Beast 3/3 G, Sliver 1/1 C, Treasure
Folders EDH (Tribal), Commander Decks, slivers, sliver, good commanders to beat these guys, Tokens, Cool decks, Cool Stuff Other People Made, Decks I like, Commander
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