Creature — Sliver
Whenever a Sliver deals combat damage to a player, its controller may draw a card.
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|Commander / EDH||Legal|
Latest Decks as Commander
Synapse Sliver Discussion
2 months ago
I've made some cuts!
Spells being considered that are being purchased soon; Necrotic Sliver , Root Sliver , Bloom Tender , Pulmonic Sliver , Spoils of Victory , Darksteel Mutation , Synapse Sliver , Magma Sliver , Intruder Alarm , Horned Sliver , and Amoeboid Changeling .
4 months ago
While perusing the Gatherer for cards I stumbled on Synapse Sliver . have you ever considered this for your deck? it seeps pretty powerful, except for the fact that its a combat damage trigger. Do you think this is reason enough to exclude it? it might end up in my deck as a replacement for some of the more expensive card draw pieces you have in yours.
5 months ago
So, let's have a look at the type of things you may want.
Lands: So, I can't afford OG duals really, but have found that shocks and fetches, coupled with the battlebond lands have kind of served me well. Fetches can get pricey, but you by no mean need them all. Having 5 or 6 fetches, all the shock lands (10 to 15 bucks each) and then filling it out with something like the battlebond lands can really sort you out. Cavern of Souls is always good, and can see you have one. Basically, lands coming into play untapped are much better. Quicker access to all that slivery goodness. Personally I would look to change those 3 colour tap lands and things like Rupture Spire piece at a time.
Ramp: So, as we are running 5 colour, we want to ramp and rock efficiently to get our board set ASAP. Chromatic Lantern is good, but I would replace the Pillar of Origins with an Arcane Signet. Its just better and less restrictive. For spells, Farseek, Nature's Lore, Three Visits and Skyshroud Claim all enable you to get land type lands. This will let you get your Breeding Pool or Godless Shrine as it has that land type. This is why shock lands (and to a lesser extent triomes) are so much better. You can even get these with the fetchlands too. Luckily, we also have Gemhide Sliver and Manaweft Sliver to turn all our slivers into our own Birds of Paradise
Slivers: So this is a big list here lol. I'm not going to try and write them all lol. I will say that I would cut several of the ones you have though. I would drop Virulent Sliver and replace with a Triumph of the Hordes. Combat tricks are good. Most of the Megantic Sliver effects I would drop I'm favour of things like Door of Destinies. Crystalline Sliver is great to protect your board a bit. Diffusion Sliver I can't see being relevant in a game of edh, and would rather take interaction like Counterspell etc. I think pairing back the creatures to the key ones is really important. Will free up space for stuff like card draw and interaction. Shifting Sliver is basically unblockable. Defo a good one. Necrotic Sliver means each sliver becomes a Vindicate at the cost of 2 and a sacrifice. Synapse Sliver is good to keep your hand full.
Other cards of note:
So just some good cards to consider.
Swords to Plowshares, Path to Exile, Kindred Discovery card draw is important, The Great Henge your commander makes this cost , Phyrexian Arena again, card draw. Wrath of God, Blasphemous Act or other destroy boardwipes. If your stuff is indestructible, all good. Yawgmoth's Will pricey, but such a good answer if you are boardwiped etc. Patriarch's Bidding you are likely to pay off better than most.
I think that's all I got for now. Please look at other decks with slivers as well to get a good idea of the stuff out there. Hope this is a good start of things to look at
1 year ago
Yarok - You didn't link your deck. You can do it like this:
Also, I tried searching for it on the site and it didn't show up :\
[[deck:The Song of Phyresis]]
Wicker - You can link cards like this:
As for my thoughts on each card? I'll try and keep my tangents short lol.
Disallow: is cool, but not very good in a Sliver deck because it belongs in a Baral, Chief of Compliance deck. I mean, not only does it feature him in the card art, it actually lowers the CMC to , making the card a strictly better counterspell. I slotted in Mana Drain, but if cost is an issue and you want a good to decent counterspell that is not Counterspell i'd consider Forbid, Mana Leak, Arcane Denial, Hinder, Rewind, or Dissipate.
Kindred Summons: Cool. But can be a massive dude of a card if you dont have any topdeck manipulation ala Scroll Rack, Mirri's Guile, or Sensei's Divining Top. Notable combinations with this card would be Worldly Tutor or Vampiric Tutor.
Mystical Tutor: If your deck relies heavily on interaction/instant speed removal then this wouldn't be bad inclusion. The only issue is that MT won't be doing much outside of getting you some potential interaction, meaning that you'll be holding up mana you could be using to better establish your boardstate.
Coat of Arms / Door of Destinies / Vanquisher's Banner: Depends on how you want to build your deck - if you want to rely primarily on combat damage being your wincon then any of the previously mentioned are worth it. I'd run all three in addition to Shared Animosity, Magma Sliver and Sliver Legion.
Heartstone: Be careful with this one. It's effect applies to your opponents' creatures as well. I'd never include this because I like to be shrewd and not unknowingly enable my opponents to win. If you insist on including this you better be sure you're going to win on the turn you play it.
Distant Melody: I generally don't like spells that are contingent on how many creatures I have in play, because it's only good under very specific conditions that can be influenced by opponents. I'd go with Dormant Sliver or Synapse Sliver.
Cryptolith Rite: Is an okay card. I apply the same logic to this card as I would Distant Melody. This card is only as good as the number of creatures you have in play, which can be influenced by opponents. If someone boardwipes and this card is in hand it's literally a dead card.
Unnatural Selection: A fun card that used to be in this deck. I eventually cut it because it was banned in my local LGS which was hosting an EDH league. It obviously has great synergy with Sliver Overlord - but nothing else. The card is pretty niche - but it's fun. If you want to go for a more casual build with Sliver Overlord at the helm, then i'd run this.
1 year ago
To start, I disagree with a few of shadow63's cuts.
Dormant Sliver is a powerhouse, allowing for extremely explosive plays where you draw and play Sliver after Sliver. The downside is significant, but between Necrotic Sliver and your own removal spells, it is pretty easy to kill your own Dormant Sliver and remove defender.
Sedge Sliver would work a lot better if you had a number of fetch/shock lands, but it still pulls its weight in a budget deck. The ability to save any sliver from dying is invaluable.
Amoeboid Changeling allows you to take other players' creatures using your commander.
I do agree that you can probably cut Tamiyo (unless you have a sacrifice-heavy meta). Ashnod's is a great card, but, with Gemhide turning your slivers into ramp, you do not really need it.
Here's some other cuts I would recommend:
Aether Vial - outstanding card in 60-card constructed Slivers, since the overwhelming majority of your slivers are exactly 2 mana. Its effectiveness in singleton, however, is a bit lackluster.
Even though your commander benefits from Training Grounds , I do not think you have a critical mass of creatures with generic-requiring mana abilities to make Training Grounds worth a slot. Same goes for Heartstone .
Bring to Light is a bit too much mana for its effect. I do not think you need it.
Next we get into cutting your underperforming slivers. You probably should get rid of 16 or so of your 44 creatures.
Here's a few I would certainty remove:
- Syphon Sliver - lifelink isn't all that exciting of an ability.
- Synapse Sliver - solid ability, but you have better card draw, and five mana is pretty heft.
- Opaline Sliver - You have enough tutors that it should be easy enough to find Crystalline Sliver instead.
- Lavabelly Sliver - too low of an impact.
Beyond those, look at the mana costs of the slivers, and try to cut some of the higher-costed ones. Sure, they have great abilities, but slivers work best when you're dumping a large number of them onto the field as quickly as possible. Focus on the ones that have strong combo potential or work to protect key combo pieces.
Frankly, you can probably stand to cut some of the pure pump/combat slivers, such as Sinew Sliver . Sinew and its friends another card that excels in 60-card constructed, when you can run 12 total pump slivers; it singleton, three is just not that big of a deal. Sliver Legion already provides you a strong way to aggressively close out games--you don't need a bunch of worse versions of that effect.
1 year ago
6/22 Update: Adding some Modern Horizon Slivers and Synergies
1 year ago
For the swarm!
Recently I've play tested the deck more and have decided to change some things about the list and the guide.
Strategically, I would actually like to correct myself and suggest that in a wrath heavy meta, it is CRUCIAL to wait for your protection pieces before going off with The First Sliver UNLESS you are certain you can kill people then and there. Sometimes you'll find it very difficult to recover if you over extend.
Also, after a few games with my friend (and some very explosive wins out of no where) they have caught on to the fact that they NEED to kill first sliver as soon as they see it. Hence, I have opted to include MORE pieces of protection, e.g. Diffusion Sliver and Unsettled Mariner .
Additionally, something I'd like to take out is Harsh Mercy . I'm not sure if its purely because I'm incredibly unlucky or not, but this card has been turning up at in the wrong situation as well as ending my cascades. By wrong situation, i mean this: when I'm 1v1 facing another tribal deck, I cascade into it and it does nothing. When me and other aggro decks team up together to take down a wrath deck, it kills everyone's creatures and slows our plan down. I'd like to replace it with Equilibrium as it's something that can stay on board and be used whenever necessary.
Other cards I've opted to include recently are: Synapse Sliver and Sentinel Sliver + ways to make the deck more consistent including: Congregation at Dawn and Hollowhead Sliver . Having tested the deck more, I've realised that consistency is key, particularly when it come to needing protection pieces.
Updates to both the guide and list coming soon!
2 years ago
Crystalline Sliver is definitely something I'd like to include. I haven't really had any issue with draw power whilst playing this deck. Synapse Sliver and Dormant Sliver do a pretty good job at giving me draws. My only issue is that I draw my entire deck out with Sliver Queen to a point where I need to sacrifice off Dormant so I don't SD with my draws. Skullclamp was one of the first cards I considered with draw power, since it auto kills all the tokens from Queen, but every time I was playing the deck I found myself with Dormant on the board and no need for clamp. Coat of Arms is in there as kind of a joke, 'cause I have a friend who absolutely freaks out when it hits the board. It's one of the first few cards I cut in favor of almost anything. Crop Rotation is in there to get Mana Confluence , City of Brass , or Exotic Orchard . It has helped me win quite a few games and helped tremendously with color fixing. Once I acquire all of the fetches it will probably be cut in favor of them.
Thank you for the suggestions, though! If you have any others please let me know. If you've got your Sliver deck on here, link it! I'd like to give it a look.