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Artifact (2)

Enchantment (1)


Optimized / Budgetless versions of my Sliver Combo/Midrange deck.

This deck currently does not exist in a complete form, but it is the goal for my Sliver Combo/Midrange to become.

  1. First we have the combo pieces: Sliver Queen, Psionic Sliver, Crystalline Sliver, Sliver Overlord, Manaweft Sliver, Gemhide Sliver, Basal Sliver, Darkheart Sliver, Blur Sliver, Heart Sliver, Homing Sliver; each of these slivers allows us to win through our combo. Sliver Queen is our token generator. Basal Sliver, Gemhide Sliver, and Manaweft Sliver let sliver generate mana. Crystalline Sliver makes removing slivers very difficult and Sliver Hivelord makes most boardwipes irrelevant. Darkheart Sliver and Victual Sliver allow infinite life. Psionic Sliver allows infinite damage. Blur Sliver and Heart Sliver give our tokens haste so we can do stuff the same turn and go infinite. Lastly Homing Sliver allows us to find any of the other slivers on this list.
  2. Then we have the filler slivers: Bonescythe Sliver, Brood Sliver, Clot Sliver, Galerider Sliver, Harmonic Sliver, Mnemonic Sliver, Necrotic Sliver, Quick Sliver, Root Sliver, Sliver Legion, Syphon Sliver, and Venom Sliver. These slivers allow for board disruption and buy us time to get to the combo pieces.
  3. Lastly we have the only non-sliver, Amoeboid Changeling, which combos with our commander to allow us to steal creatures from other players.
  1. First we our board our removal: Swords to Plowshares, Red Elemental Blast, and Armageddon. The first two allow us to get rid of troublesome permanents and get a better advantage on the board. Armageddon allows us to set every other player behind while we have our mana generation slivers out in order to get a massive leap ahead.
  2. Second we have the counterspells: Counterspell, Flusterstorm, Force of Will, Mana Drain, Mental Misstep, Negate, Pact of Negation, and Red Elemental Blast. These are pretty self explanatory as they are some of the best counterspells ever printed in Magic.
  3. Next is our tutors: Demonic Tutor, Imperial Seal, Enlightened Tutor, and Vampiric Tutor. These allow us to fetch our combo pieces and/or thin our deck.
  4. Next we have two wheels: Wheel of Fortune and Timetwister. These allow us to get an unfair advantage off the beginning or to reset our hand later on if we do not have what we need. In the worst case scenario Timetwister can also reset our library and let us get our combo pieces again.
  5. Next we have two pieces of recursion: Patriarch's Bidding and Yawgmoth's Will. These two cards allow us to return combo pieces from our graveyard if they managed to get there.
  6. Next we have the most important part, combo pieces: Training Grounds, Mana Echoes, and Unnatural Selection. Training Grounds and Mana Echoes work with Sliver Queen to generate infinite mana and sliver tokens. Unnatural Selection works with Sliver Overlord in order to steal every creature from the board.
  7. Lastly we have Sylvan Library which allows us to have card advantage and find our combo pieces faster.
  1. First we have mana rocks: Azorius Signet, Chromatic Latern, Chrome Mox, Darksteel Ingot, Dimir Signet, Izzet Signet, Mana Crypt, Mana Vault, Mox Diamond, Mox Opal, Simic Signet, and Sol Ring. These allow us to get all five colors as fast as possible so we can get our commander our and start searching for our combo pieces.
  2. Lastly we have Sensei's Divining Top and Paradox Engine. Sensei's Divining Top allows us similar advantages to Sylvan Library as using it we can see our future draws and find our combo pieces faster.
  1. First we have the ABU dual lands which give us easy access to all five colors and are fetchable.
  2. Next we run the blue shocklands. We are only running the blue ones as our mana pie needs blue more than anything else as that is the majority color.
  3. Next we run all the fetchlands in which can fetch both the ABU duals and the shocklands.
  4. Then we have a few five color lands: Cavern of Souls, City of Brass, Command Tower, Gemstone Mine, Mana Confluence, and Sliver Hive. As we are a five color deck we want access to all the colors as fast as possible. One or two five color lands and one or two mana rocks could lead us to win before turn five.
  5. Lastly we have the utility lands. First we have the blue filter lands which can help us get the massive amounts of blue that we need. Then we have Gaea's Cradle, Homeward Path, and Volrath's Stronghold. Gaea's Cradle is great since we are creating tons of creature tokens and can then create tons of mana because of that. Homeward Path helps in case our commander has been stolen somehow and we need to get it back. Volrath's Stronghold allows us one more piece of recursions in case we lost a vital combo piece.

Suggestions

Updates Add

I added Mana Tithe to the deck at the beginning because it was a fun card which could suprise people as it is a white counterspell. In practice, though, it has underperformed and really been ineffective. I've decided to swap it with Path to Exile.

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Casual

93% Competitive

Date added 6 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

60 - 0 Rares

17 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.37
Tokens Sliver 1/1 C
Folders fun decks
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