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Slivers, Slivers everywhere... but not for Standard play.

Ladies and Gentlemen, boys and girls, I am proud to present....

5 COLOR, INFINITE MANA, POSSIBLE TURN-4 WIN, 13+/13+ CREATURES WITH ALMOST EVERY ABILITY....

SLIVER SWARM GENESIS

Very basically, your goal is to get three cards on the board. (Grand Architect, Pili-Pala, and Genesis Wave). The rest will take care of itself (AKA you mop the floor with your opponent), and the details of these cards will be explained in the following panels.
The first step towards your victory is producing infinite mana; this is accomplished with a two-card combo:

(Grand Architect + Pili-Pala )

The Combo Explained:

(You can also click the combo above to get TappedOut's explanation.)

After you get both cards on the battlefield you will need as a catalyst to start the combo.

  1. Pay to use Grand Architect's ability to make Pili-Pala a blue creature.

  2. Then Pili-Pala to pay for Grand Architect's other ability that produces .

  3. Pay that and Pili-Pala to use Pili-Pala's ability to produce 1 mana of any color.

  4. Repeat steps 2-3 an infinite amount of times to create an infinite amount of mana in any color you choose.

... all from one

The third card you need to wreck house is Genesis Wave.

It says: Reveal the top cards of your library. You may put any number of permanent cards with converted mana cost or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.

But guess what... We have UNLIMITED MANA!

So you can draw as many cards as you decide and put all the creatures you drew on the battlefield for free! (Not that that matters to us anyway.)

WARNING: Make sure to leave some cards in your library. You wouldn't want to mill yourself to death.

Then, play all the creature cards in your hand while you have this unlimited mana combo going...

If you survived long enough to get your combo down, it should be pretty easy to kill your opponent with all the creatures you just played. The best thing about Slivers is that they transfer the powers they bring to the table to ALL slivers! I put a list of the slivers and what they bring to the swarm below.

Each Sliver gives ALL Slivers a special ability. They are listed below:

  • Belligerent Sliver: Gives all Slivers the equivalent of Menace.
  • Blur Sliver: Gives all Slivers Haste.
  • Constricting Sliver: Gives all Slivers the ability to Exile a creature when they come into play (be sure to play this slither first if you have it) until that Sliver leaves the battlefield.
  • Crypt Sliver: Gives all Slivers the ability to regenerate each other by .
  • Diffusion Sliver: Gives all Slivers an ability that automatically counters a spell an opponent targets one of your slivers with unless they pay an extra
  • Fury Sliver: Gives all Slivers Double Strike.
  • Groundshaker Sliver: Gives all Slivers Trample.
  • Megantic Sliver: Gives all Slivers +3/+3. (There are four of these. For a possible total of +12/+12)
  • Sidewinder Sliver: Gives all Slivers Sidewinding.
  • Spinneret Sliver: Gives all Slivers the equivalent of Reach.
  • Synchronous Sliver: Gives all Slivers Vigilence.
  • Telekinetic Sliver: Gives all Slivers the ability to tap the opponents permanents.
  • Venom Sliver: Gives all Slivers Deathtouch.
  • Ward Sliver: Gives all Slivers Protection from whatever color you choose when you play them (There are two of these, for protection against duel-colored decks.

There are two playsets of cards in this deck for tutoring (Transmuting).

Then there is one playset of cards that give your Mana Generator Hexproof.

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Date added 6 years
Last updated 6 years
Key combos
Legality

This deck is Casual legal.

Rarity (main - side)

10 - 0 Rares

12 - 0 Uncommons

18 - 0 Commons

Cards 60
Avg. CMC 3.27
Folders Fun Styles
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