Creature (46)

Land (38)

Commander (1)

Commander: Sliver Queen

HELLO

Have you a lust for blood that must be sated no matter the cost? Then this is the deck for you. There are no backup plans, there are no counter-strategies; there is victory, or death. Please, have a look:

Still here? Excellent. A thorough look shows the deck breaks down along pretty obvious lines: there are cards meant to make mana, there are cards meant for attacking, and there are cards that provide general support in one way or another. I'll briefly touch on each major section, followed by a discussion of how the deck plays, and end with some general tips and personal experience.

THE DECK

The Commander

I should probably start here, the commander choice can seem questionable to some: Sliver Queen with nary another sliver in sight? Exactly how it should be; if you run any (and I do mean ANY) other Slivers, then this deck loses all legitimacy and becomes just another Sliver deck. I do not want that and neither do you. Fight conformity as much as your opponents and do NOT let this happen.

The Queen does not need the aid of any of her subjects to qualify as a monster, and was chosen to lead this glorious rabble on her own merits alone. At WUBRG in cost she answers the major requirement of giving me all five colors. At 7/7 for only 5 cmc she is both a damn good deal and a natural 3-turn clock. She rounds it all off by being one of the best mana sinks that can be put in the Command zone with her token ability. Even on her own, as long as there's mana available, I can potentially fight a two-front campaign. When they print something that can top that I will run it, but until then this deck will remain a monarchy.

Mana

Overall, roughly half the deck is made up of mana sources. The primary foundation is a full set each of ABU Duals and ONS/ZEN Fetchlands. I need to be fast and you need to have colors on tap to play bloody, and a versatile manabase is the only way such a goal can be made reality, crucial to functioning with any form of efficiency or speed. When further supplemented with a slew of rainbow lands (and a little careful consideration) I should have no problems drawing the right colors when needed. That said, focus is another key element of success, so while all colors play a role for us, WG is by far the dominant combination, and the manabase is further padded with the best duals of that pairing, and finally rounded off with some basics and utility lands.

In deck ramp - outside of format champs Sol Ring and Mana Crypt - takes the form of mana dorks: these people get us ahead in resources and provide bodies to swing with or chump block. Keep their cmc low, I don't run any above 2 cost and the ones at that price have the potential for producing multiple mana, and I favor dorks that can color fix over just straight ramp (so Avacyn's Pilgrim over Llanowar Elves).

Fighting Force

Every creature in the deck is meant to turn sideway, but I run a very large suite of creatures specifically dedicated to the attack. These are my beatsticks. Its a very different paradigm than what most M:tG players traditionally think of when they hear the word. Things like Tarmogoyf and Wild Nacatl which are kings in tradtional 1v1 are not worth considering here. Instead, I favor someone like Drana, Liberator of Malakir or Gahiji, Honored One, creatures that can strengthen my whole field in addition to their own personal contribution. There is a lot of life in this format to slog through, creatures that increase my damage output teamwide are the most efficient fighters I can field.

(more coming soon)

Suggestions

Updates Add

Both sets brought us a lot of good stuff but have put us at a bit of a crossroads in the decks life. This build I know is very unstable but I want to see what I like from the new tech and what I don't.. Either way, we are hitting harder than every before at least, which is good since hitting hard is how we win. Likely to be a lot more shakeups on the horizon with both Kaladesh and 4C Commanders lurking on the horizon.

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Date added 8 years
Last updated 7 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

21 - 0 Mythic Rares

61 - 0 Rares

9 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.06
Tokens Clue, Servo 1/1 C, Sliver 1/1 C, Soldier 1/1 W, Spirit 1/1 W
Folders edh, Favs, Untap, Commander decks, great edh decks, EDH (AGGRO), e
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