This deck is an EDH/Commander deck with a Sliver centric theme. There are numerous win conditions, ranging from infinite generation of Sliver Tokens with Basal Sliver + Sliver Queen + Training Grounds or Mana Echoes + Sliver Queen . Door to Nothingness is there to get rid of a specific troublesome player, as well as numerous card combos like Hivestone + Sliver Overlord + Unnatural Selection to help the commander Sliver Overlord take control of the board and assimilate them into the fold where they stay permanently. With the ramp Slivers are famous for, it's possible to start killing people in a few turns.

This deck has numerous manafixes from Mirari's Wake to Gemhide Sliver and Manaweft Sliver and many of the enchantments and artifacts to trick your more expensive slivers into play. I also got lucky and managed to purchase a Stocking Tiger which is technically EDH legal from a local store that shut down. Make sure to grab a booster with Slivers in that set to use with him so you have a chance of getting more slivers, or failing that you can use whatever coloured cards you happen to get.

This deck's strength is in it's ability to adapt and cope with almost any situation, and by giving you a large array of tools to deal with whatever you want, however you want. Combinations such as Crystalline Sliver + Root Sliver + Sliver Hivelord make it extraordinarily difficult for other players to remove your board state. Go and give it a try for yourself! :)




Zassalis says... #8

May 1, 2014 1:31 a.m.

How long have you been playing this deck and how does it work for you? I also run a Sliver EDH deck, check it out if you want The Hive Mind. Is this meant to be competitive? Seems like a casual sliver goodstuff deck. Feel free to ask me if you have any questions! Do you prefer to combo out or swing for the win?

May 1, 2014 1:38 a.m.

SaltySpecula says... #10

No Megantic, Zassalis. None of the "All slivers get +x/+x" besides Legion can carry their weight.

And Salvation, it's a semi-serious EDH deck. It's not casual, but it wouldn't last 5 minutes at a tournament. It's good if you want a solid deck that's going to ramp quickly. And I've used this deck with a few small changes for 6 months and recently it's become quite despised at my local store. It's got a 50/50 win rate against semi-serious EDH decks.

Honestly though, I tend to combo to infinity because attacking against most decks I've played against is more or less suicide.

May 1, 2014 1:49 a.m.

Do you enjoy playing combo? If you do then I would just focus on that (which is what I do with my deck) because it's a great wincon that can be easily achieved in a deck with such a small curve and access to every color. I never turn my creatures sideways unless I am tapping them for mana. I believe unless you are a quick-win aggro deck that attacking people doesn't do anything for you but make you enemies. How many turns in does the game normally last and what kind of decks are run in your meta?

May 1, 2014 2:03 a.m.

OP_Magikarp says... #12

Wouldn't Primal Surge deck yourself out..?

October 9, 2014 10:38 p.m.

-MisterJ- says... #13

You say Slivers are not competitive but my personal sliver deck is the reason I'm not playing in league any more and several others quit. Its to good. Slivers can win every game if you do it right.

My deck, Mind the Horde :D, runs a few more slivers than your deck does, but if you pilot it correctly there are very few decks that can keep up with the pure aggression that slivers offer.

I also believe that if you fixed your mana base to be more solid and unified it could cut down the overall lands you have in the deck to add in more slivers.

As a final note I would personally recommend removing Crystalline Sliver and Dormant Sliver for things like Amoeboid Changeling and Synapse Sliver . Crystalline Sliver prevents you from stealing your opponents creatures since it will have shroud. And Dormant Sliver is just not aggressive enough for this style of EDH

October 9, 2014 10:38 p.m.

-MisterJ- says... #14

Also, this deck is not a Hive Mind deck... Just saying

October 9, 2014 10:39 p.m.

-MisterJ- says... #15

Sorry for the comment spam, but really you do need to take out Dormant Sliver , the other reason being, is if it is in play when you try to go infinite you deck yourself, its not a may ability. Where Synapse Sliver is a may ability and you can draw how ever many you want when you're swinging with the full hive.

October 9, 2014 10:40 p.m.

SaltySpecula says... #16

"Hive Mind" doesn't have a singular meaning. Slivers are a hive mind species. And no, I will not replace Dormant Sliver. Synapse forces you to attack when it will cause you to lose the game, there's no reason to use it.

October 10, 2014 7:08 a.m.

-MisterJ- says... #17

Actually when it refers to hive mind in the deck hubs it is specifically referencing Hive Mind since there are decks built to win with that as the center piece of the deck. Hence it being a hub.

Synapse sliver doesn't force you to do anything other than not HAVE to draw every single time a sliver comes into play. If you can't really afford to attack then thats fine, but its better than not being able to attack and being forced to draw every time you have a sliver enter play.

A smart opponent will keep you from being able to win by removing your sac outlets before you can use them, since you don't have an alternate win condition in the deck like milling. Seriously, Screeching Sliver is amazing and sadly missing from this deck.

October 10, 2014 7:21 a.m.

SaltySpecula says... #18

I took screeching sliver out for a reason, it doesn't hold it's own and never did I get to use it effectively. One creature tap per 1 card mill is not effective, especially not in multiplayer and if it gets to the point you can win that way, you don't need it. I suggest you look through my deck listing again. You'll find there are more than a few alternate win cons there.

October 10, 2014 8:54 a.m.

SaltySpecula says... #19

And Dolla_Dolla_Bill_Gates, there's a few other non permanents in the deck to make sure I don't do that.

October 10, 2014 8:57 a.m.

twospires says... #20

I would add wedgelands (like Seaside Citadel ), shardlands (like Sandsteppe Citadel ), or Refuges (like Thornwood Falls ) rather than Guildgates. Might as well squeeze every last drop of usefulness out of your lands.

October 12, 2014 9:52 p.m.

SaltySpecula says... #21

TheDevicer Just wondering, what would you do to make this more competitive or just more efficient?

December 11, 2015 7:34 a.m.

TheDevicer says... #22

You've caught me right at the end of finals week as I'm doing my last little stretch of work for school. If I'm not back by Tuesday, keep bugging me.

December 11, 2015 8:16 a.m.

SaltySpecula says... #23

No problem, will do!

December 11, 2015 8:24 a.m.

TheDevicer says... #25

The main problem I see with your deck is that it's too focused on doing its own thing. Yes, silvers does require you to run a ton of synergistic cards, but that doesn't necessarily mean you want to magisturbate in the corner. Lean on some support to make sure your opponents don't reach winning positions or go utterly nuts. Things like Dispel, Cyclonic Rift, Swords to Plowshares, etc. I suggest going down to 35 creatures. I also highly recommend adding Amoeboid Changeling and Synapse Sliver for obvious reasons. Hibernation Sliver is often overlooked by players, but the lifeloss this thing causes is negligible when you're looking at a Wrath of God about to wipe away your board or a Terminus that's waiting to ruin your day. Also helps vs the various exile effects in EDH. Door of Destinies, Door to Nothingness, Call to the Kindred, and Descendants' Path are all rather meh. They're just too slow. Finally, something I rarely see sliver decks run is Armageddon type effects. Once you've got your dorks out, getting to deny people lands is incredibly strong. Severance often puts you in a winning position fast. Bident of Thassa and Larceny can also be incredibly strong sources of card advantage.

Ruin people's lives responsibly.

December 12, 2015 8:43 p.m.

SaltySpecula says... #26

Interesting suggestions, thanks for that. I'll take some of the ideas on board for sure, just not sure about some of the others, especially the 'deal damage, draw a card' ones. Mostly, this deck only deals combat damage through infinite combos for a billion damage. The changling will work though, and I might grab a Harsh Mercy for removal and put in some extra counters. I just don't want too many non permanents as it dilutes the effectiveness of the deck's trump card, Primal Surge

December 13, 2015 1 a.m.

TheDevicer says... #27

Well, if you're only dealing damage with alpha swings, you might be more interested in making the deck center around the combo itself. The overlord typically either runs the aggro setup or the combo one. Your list definitely leans more towards aggro. The combo one is more reactive and runs alternate tutors for mana echoes and such.

December 13, 2015 1:05 a.m.

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Compare to inventory
Date added 3 years
Last updated 6 months
Key combos

This deck is Commander / EDH legal.

Cards 92
Avg. CMC 3.36
Tokens 1/1 Sliver
Folders Commander Decks, Commander decks
Views 1654

Revision 12 See all

7 months ago)

+1 Temple of Deceit main
-3 Mountain main
-1 Thorncaster Sliver main
+1 Aether Vial main
+1 Psionic Sliver main
+1 Wild Pair main
-1 Striking Sliver main
+1 Temple of Plenty main
+1 Sliver Overlord main
-1 Plains main
-1 Transguild Promenade main
-5 Forest main
-1 Stocking Tiger main
-1 Boros Guildgate main
-1 Fury Sliver main
+1 Intruder Alarm main
+1 Amulet of Vigor main
+1 Temple of Malice main
+1 Jungle Shrine main
+1 Seaside Citadel main
and 110 other change(s)