Versatile midrange deck featuring copious amounts of slivers..
This deck is entirely designed by Schuesseled
The Hivemind has awakened once more, at long last slivers emerge from their slumber to congregate into this aggressive midrange deck. As the physical embodiment of the Hivemind, created for an unknown purpose, you must play Slivers, then more Slivers, and finally even more Slivers.
Default set up is as a run of the mill ramp deck.
Ramp up quickly into your biggest creatures, turn 'em sideways and crush your opponent. Over-extension is both the key to winning and a good way to lose with this deck, caution is advised, luck and talent will also be of benefit..
Playtests are welcomed and encouraged.
Card Choices:
3 Striking Sliver - In a mid-range deck, one drops that aren't mana dorks are of limited usefulness, however giving all of my creatures first strike as early as turn one is very useful.
2
Galerider Sliver
- Another one drop, this one gives evasion to all of my creatures, and allows for blocking of my opponent's flyers. Great for early or late game.
4 Farseek - Ramp and Mana fixing, absolutely necessary.
4
Manaweft Sliver
- More ramp and mana fixing, this time on a stick. A five colour deck is now possible.
4 Predatory Sliver - The traditional sliver foot soldier, tough, mean, makes other slivers tough and mean. All round great card..
2 Descendants' Path - Twists the laws of puny physics to increase the chances of drawing into slivers. (and getting some for free)
3
Hive Stirrings
- Drops two sliver tokens onto the field to be buffed by other slivers or generate mana for later ramping. Very useful, would love some full-art versions.
2
Syphon Sliver
- This creature is good by itself, but fantastic at the front or back of a sliver army, if i can get him out and keep him alive for a turn or two, he returns the favour.
1 Door of Destinies - This artifact is useful as a component of a mid range deck, it's not very good against control, but a control-less deck is going to have a hard time dealing with your slivers if this is on the field.
2 Garruk, Primal Hunter - Basically just here for sorcery speed card draw, but in the event of an empty field he can create some meaty tokens for me, and if he hits his ultimate my opponent best be ready to scoop up his tears for sale on ebay.
2
Thorncaster Sliver
- This sliver acts like the infamous hellrider, hellrider itself is better obviously but in a sliver deck this card is king.
3 Megantic Sliver - This sliver is immensely powerful and with a little bit of back-up can end the game the turn he comes down.
2 Progenitor Mimic - Progenitor Sliver is a fantastic addition to this deck, allowing for constant generation of very powerful sliver tokens, turn, after turn, after turn. He totally wrecks face.
A note on the land choices, we have a playset of each shockforest, that would be a shockland with the type forest, these are essential as they allow for the playing of our eight mana ramp/fixers.
Then we have three copies of Cavern of Souls which are essentially ultra shocks, three is enough here, as it has issues with playing non-creature spells.
And then we have some utility lands such as Kessig Wolf Run for somewhere to funnel our mana after ramping, a Alchemist's Refuge that's useful in a deck that needs to overextend and two copies of Mutavault, the manland that's every type of creature, let's just call it Slivervault and be done with it.
Side Choices:
1 Deadbridge Chant - Over extension is the biggest weakness of this deck as control decks will love that aspect of it. This card allows for a late game reversal of fate if over-extension backfires.
4 Fog - As a midrange deck, we will struggle against very fast paced aggro and blitz decks, fog allows us to slow down the pace of the game knowing we'll eventually come out on top.
2 Pithing Needle - A great sideboard card, absolutely full of hate. Brought in when a particular card needs shutting the heck down.
2 Slaughter Games - A bit more card hate for us here, great to use against control decks, and a lot of decks.
3
Ready / Willing
- This card is great against board wipes, stalls and decks that run more powerful creatures. Bring this in against other midrange decks, especially if you are struggling to beat them, creature for creature
2 Riot Control - Fog and life gain built into this beauty, great for prolonging the game against blitz and aggro deck that just love to spam down creatures then tap out every turn.
1
Witchbane Orb
- Provides some protection against control, and stops some combos going off properly. We probably won't need to use this all that often.