Creature — Sliver
All Sliver creatures have defender.
All Slivers have "When this permanent enters the battlefield, draw a card."
Combos Browse all
|Commander / EDH||Legal|
Dormant Sliver Discussion
4 months ago
Hey, good version of Overlord on a budget.
- Cinder Glade --> Rugged Highlands
- Smoldering Marsh --> Bloodfell Caves
- Prairie Stream --> Wind-Scarred Crag
- Sunken Hollow --> Gateway Plaza
By adding the Battle lands then Farseek is two drop land ramp spell that can search for a dual land and it could replace Circuitous Route . Playing Tri lands with Bounce lands can be problematic when having to bounce a Tri land. Consider playing only the Tri lands and cutting the Bounce lands? Some budget Pain lands could replace the Bounce lands.
- Caves of Koilos --> Orzhov Basilica
- Shivan Reef --> Izzet Boilerworks
- Battlefield Forge --> Boros Garrison
These potential land upgrades can speed up game play since increasing the amount of lands that can ETB untapped and cutting ones that always ETB tapped. Crop Rotation is a budget land tutor that get any land and put it onto the battlefield and it's helpful when playing lots of basic lands. Faeburrow Elder is powerful in five color decks with so many possibilities from Slivers of having different colored permanents. Elder could replace Firemind Vessel .
Some other budget upgrades to consider:
- Necrotic Sliver ($0.25) --> Mortify
- Winged Sliver --> Shadow Sliver
- Dormant Sliver ($0.25) or Beast Whisperer --> First Sliver's Chosen
- Realmwalker --> Telekinetic Sliver
- Pact of the Serpent --> Prophetic Prism
- Preordain --> Ponder
- Victimize --> Return from Extinction
Shadow Sliver can be a problem not being able to block with Slivers. Dormant Sliver is repeatable draw, but Slivers can't attack until you remove it. Beast Whisperer can be a alternative to Dormant if not being able to attack is something you don't want to worry about. Preordain with scry 2 before draw is better than Ponder and it's less than $1.
Good luck with your deck.
6 months ago
Gideon of the Trials is a very versatile card on its own but i had to swap it out because Runed Halo has no synergy with any planeswalkers. Runed Halo showed to be just too good to be swapped out. (It only struggles if you always play against new brew decks)
Skyclave Apparition is an option i'm testing at the moment (Works quite good). It would fit way better if it were an Angel or Human though (for Caverns and Deck flavor). You would have to swap out Wall of Omens for Charming Prince then for the additional interaction.
Linvala, Keeper of Silence I keep her in here because i have someone who plays Slivers in my playgroup with a value combo Dormant Sliver and later Necrotic Sliver. If she enters the battlefield, it's game. Lyra Dawnbringer is really nice but its ability need a lot of Angels on the battlefield. She works way better if the Angels are cheap, like 2 - 3 mana drops. I've not seen a non lifegain Angel that low except maybe Serra Avenger
Giver of Runes is insane and would be a great addition, because i cannot deal with Path to Exile myself. I tried it with Ranger-Captain of Eos a while ago but somehow the deck got slow i lost one match after the other. Not sure how i could include Giver of Runes at the moment. I have a Eight-and-a-Half-Tails Sideboard against control which you can fetch.
Emeria, Shattered Skyclave is a must include for this deck even if you cannot fetch it. Every white deck i own has it now. Ondu Skyruins is not really needed, i included it because i play a lot of multiplayer at the moment.
Secluded Steppe + Mistveil Plains gives Weathered Wayfarer the ability to tap and draw a card for 4 mana (Activating Mistveil Plains cost 1 mana. At least some card draw engine, you can try Arch of Orazca if you like it more. I like the land fetch ability more XD).
What i really need for this deck is 3 drop removal better than Oblivion Ring. Grasp of Fate is strictly better but not modern. Banisher Priest and Fiend Hunter die easily to removal. I hope some day a set will bring something printed on an Angel
Kind Regards -Drcfan
8 months ago
10 months ago
To provide a more specific rules citation, Dormant Sliver has a different effect on resolution, but the same trigger - it thus follows the exact same rules.
The Gatherer Rulings in Dormant Sliver - Wizards’ official way of providing guidance on cards, specifically says that multiple Dormant Sliver abilities are “cumulative”.
That clarification from Wizards should put any concerns you have to rest.
11 months ago
Malsorn,,, I have been planning to pull Dormant Sliver for a long time. I finally did it and replaced it with The Great Henge. The next card I want to get in is probably Descendants' Path. I am also toying with the idea of getting Morophon, the Boundless and Teferi's Protection into the deck. I have found Scroll Rack to have limited value, but that may be because I have not yet learned how to use it to maximum advantage. I am still pondering your thoughts on Eladamri's Call and Mana Leak. Again, thanks for your input!!
11 months ago
Hmm... So, here's my thoughts of things that could be pulled. I think Mana Leak is kinda weak in Commander. It's strongest early game, but Commander games tend to drag on longer (At least in my experience). I also think Eladamri's Call could probably be pulled, mostly because Overlord is usually just going to make it redundant, especially if you've got Heartstone or Training Grounds out, and your other tutors have a lot more flexibility. Personally, I'm usually not a huge fan of using a lot of tutors because they can make games kinda repetitive, but it depends a lot on your playgroup there. Dormant Sliver can be kinda risky, you've got three Slivers that allow you to get it off the battlefield via sac or bounce, but if it gets stuck on the battlefield you could end up sorta stumped. I dunno, without having played the deck myself, I'm not sure if I'm fully on board with those pulls, but that's where I'd start.
1 year ago
I've had luck with Firewake Sliver in place of Blur Sliver. People usually forget about its sacrifice effect, so it can be a good backup win tool! Also gives you another way to get rid of Dormant Sliver
1 year ago
Hey - sorry for the super-slow reply, thought I'd done so a month ago but just seen that I failed to!
No problem :) I'm glad my feedback has been helpful. I'm very much a casual brewer, but I like seeing decks where people are very much wanting to have fun!
Thanks for confirming about the infinite-ness. Agreed, you probably have enough infinite payoffs already - I wish I could use the 'I was tired' excuse about some of those payoffs, but I can't remember when I wrote my feedback and according to the TappedOut timestamp it was mid-morning...
Agreed that the Lightning Greaves and Coalition Relic were good additions. I'd probably think about also removing Amulet of Vigor (I'll be generous and say that you have 9 cards that would currently benefit from this - assuming that you don't add loads of Ikoria lands!) and Intruder Alarm (you only have 4 Slivers that benefit from infinite untaps, and by the time you have infinite creatures you probably don't need those. Plus, if you have one of the Slivers that gives Haste out, then you you'll have the equivalent of Intruder Alarm with all your infinite Slivers.) Then again, it's a fun win-more card so there's no harm in keeping it :)
On a related note - how many cards are you expecting to draw? I only see 3 sources of card draw in the deck (Dormant Sliver, Distant Melody, Patriarch's Bidding) - you're going to have an empty hand much more often than not. You've got ways of using your mana in your sliver abilities, so that's not a concern, but Reliquary Tower's ability is useless for you. I really think it's overplayed in EDH because people see it as bonus value. In your deck it's a fairly unhelpful land to have in your opening hand - you really want lands that tap for coloured mana. I'd much rather have any of the (e.g. Vivid Grove) then Reliquary Tower for the colour fixing the provide, even though they enter tapped. Speaking of, it might be worth adding a couple of those in - though at some point you might prefer to add more Tap Tri-lands instead (e.g. Ikoria lands). Your call - but beware of putting too many tap-lands in the deck, you'll be surprised how much it slows you down and puts you behind everyone else :) (and yes, I do think land-ramping is often better than having mana rocks - people don't feel bad destroying artifacts, but it's an unwritten Commander rule that lands are semi-sacred!)
Why have a card
It might be helpful to think how happy you'll be to draw a certain card from the top of the library in the early/mid/late game. For example, whilst Amulet of Vigor is fairly nice to have in the early game, it's a fairly miserable draw in the mid/late game since you have nothing that would really benefit from it - which is why I'd take it out if it was me. That's just my two cents of course :) another way people tend to valuate cards is the - 'how helpful is this at (1) the beginning of a game, (2) if we're all roughly equal, (3) if I'm ahead and (4) if I'm behind'. It's one of the reasons I put a lot more interaction in my decks now than when I first started brewing, since it's usually pretty decent to have in (2-4) :)
I notice that you've got some Slivers in your maybeboard twice. I did also spot the Ikoria card, which got me thinking (and I honestly don't know the answer to this) - do Slivers count as having activated abilities, and if so then how much would you need to change to make the deck super spicy and have Zirda, the Dawnwaker as a companion? On that note, Training Grounds would be a decent addition to this deck. It's a strict upgrade to Heartstone in this deck - but I say have them both, you'll almost always be happy to pull one of them off of the top of the deck! :)
The 'card draw' comment earlier got me thinking. Have you thought about adding Guardian Project? Since 1/3rd of your cards are non-token unique creatures, it means you'll be drawing a card on ~1/3 spells. It's not the best of cards to pull off the top, but if you get it down before you finish emptying your hand then it can give a bit more gas to push further.
Final thought - it might be worth adding a couple of instead of signets. It means you can split your mana more easily, and depending on the format and how quickly you expect to win, you probably won't mind the loss of health. It's one of the reasons why Shock Lands are so expensive - taking 2 damage is an easy trade if it allows you to fix for the cost of life!
As before, it looks like a fun and fairly rounded out deck. I've done 2-colour and 3-colour Slivers, but I haven't done 5-colour yet because there's a lot of ways I could take it; I think I'd probably end up with a similar deck to yours, but with fewer creatures and more ramp so that I can get my Queen out on T4. Let me know how it goes and what other changes you decide to make over time. I'm going to go away and ask some questions about Zirda - if so, then I definitely know what Sliver deck I'll be building!
GL, HF, and stay safe! ^_^