Maybeboard


The main game plan of this deck is mainly to get Sliver Overlord out, tutor for key slivers such as The First Sliver, Gemhide Sliver/Manaweft Sliver, and Cloudshredder Sliver/Heart Sliver and flood out the board with a near infinite chain of cascading slivers that have haste and can tap for mana and overwhelm your opponents.

The alternative game plan for this deck is to combo out by tutoring with Sliver Overlord to grab Sliver Queen, Basal Sliver, Gemhide Sliver/Manaweft Sliver, and Cloudshredder Sliver/Heart Sliver. The combo works by having all 4 pieces on the board then activating Sliver Queen to make a Sliver 1/1 C, the token has haste from Cloudshredder Sliver/Heart Sliver so it can tap for mana from Gemhide Sliver/Manaweft Sliver, It can then be sacrificed for using Basal Sliver. This loop turns into and one mana of any color and that can be put back into the loop making infinite mana of any color and infinite Sliver 1/1 C, from there wining the game is pretty easy.

Ramp is important for casting spells and developing the board before opponents have the chance or to keep up with other opponents that are ramping as well. A lot of the ramp pieces in this deck are also good for color fixing which can help with the demanding color requirements of some of the cards in the deck.

  • Sol Ring is obviously here, it's an EDH deck after all, every turn for is an amazing rate.

  • Arcane Signet also a great rock, tapping for any color helps with the intense mana restrictions on some of the cards in the deck.

  • Herald's Horn makes all slivers cost less and it has a really good chance of allowing an extra card draw every turn if a sliver is on top of the deck.

  • Farseek, Nature's Lore, and Three Visits are all ramp spells for and able to grab shock lands meaning they have amazing color fixing in addition to their great rate, Nature's Lore and Three Visits also allow the land to enter untapped which means you can esentially only spend one mana to cast them as you can get another mana from the land that enters.

  • Skyshroud Claim is essentially 2 Nature's Lore or Three Visits stapled together, has a good rate and great color fixing.

  • Gemhide Sliver and Manaweft Sliver allow slivers to tap for any color of mana, this allows for absurd amounts of mana and snowballing in later turns.

It's important to have good removal to stop opponents game plans or deal with permanents that can altar your game plan. Board wipes are also nice in case of emergency where other players have larger boards it's nice to have a reset button.

  • Cyclonic Rift is an instant speed mass bounce spell one sided board wipe for with a panic button mode of single target bounce for , this card can be used right before your turn to open up the board and set everyone else back while this deck stays ahead.

  • Damn is a sorcery speed single target removal spell for or a Wrath of God for , this gives it amazing flexibility similarly to Cyclonic Rift with the drawbacks of being sorcery speed and being a symmetrical board wipe when overloaded.

  • Anguished Unmaking is instant single target exile removal for and 3 life that can target any permanent giving great flexibility.

  • Assassin's Trophy is instant single target removal for that can destroy any permanent, however it ramps whoever was targeted by the spell but the flexibility this offers outweighs the downside.

  • Necrotic Sliver allows all slivers to be sacrificed for to destroy any target permanent, essentially turning all slivers into amazing removal spells.

  • Harmonic Sliver makes it so that all slivers destroy an artifact or enchantment when they enter the battlefield, this is great for dismantling enchantress or affinity decks as this effect usually happens multiple times in a turn. This effect always triggers so if there is no artifacts or enchantments on the opponents side of the battlefield it will destroy one of this decks artifacts or enchantments instead but this very rarely comes up in games.

  • Constricting Sliver makes all slivers into Journey to Nowhere, this is great for clearing the way while developing the board and works great with token producers such as Brood Sliver and Sliver Queen.

Slivers can easily snowball and many players know this, that makes this deck a removal magnet as players will try to deal with important slivers before they become a problem so a lot of protection is needed to keep the deck running in the face of removal from opponents.

  • Mana Drain is a counterspell for that gives a large amount of colorless mana, which can be used to cast cards or is usually used for the abilities on Sliver Overlord and Sliver Queen.

  • Arcane Denial is a counterspell for that lets the user draw a card and the person who's spell was countered draw two cards, this is usually a great deal as it keeps you on the same amount of cards spent as the other two players that didn't have the spell countered or counter it.

  • Crypt Sliver allows all slivers to and regenerate a sliver, this is great for preventing single target removal and board wipes as "can't be regenerated" is a clause that is almost entirely left out of modern magic with the exception of Damn meaning it can prevent almost any modern non-exile removal spell.

  • Crystalline Sliver gives all slivers shroud preventing single target removal being used on them.

  • Diffusion Sliver makes all spells and abilities that target slivers cost more making them an unappealing target for removal as it costs more.

  • Hibernation Sliver allows slivers to be bounced back to hand by paying 2 life, this can be used to save slivers from removal or board wipes and can disincentivize targeting them to begin with as it turns every removal spell used by opponents into a bounce spell which is far less beneficial to the opponent as it can just be cast again next turn.

  • Opaline Sliver gives card draw whenever a sliver is the target of a spell from an opponent. This isn't direct protection but it does disincentivize opponents from targeting slivers and if they do it isn't as debilitating as it gives resources to help rebuild losses.

  • Root Sliver makes it so all slivers can't be countered, this allows even the scariest slivers to hit the board unimpeded.

  • Sedge Sliver gives a +1/+1 buff to all sliver and the ability to pay to regenerate the sliver that used the ability if a swamp is in play which with this deck it shouldn't be an issue. Regeneration is a mechanic from a bygone age so "can't be regenerated" isn't a common term in modern magic, this means it's usable on most modern non-exile based removal so it's a great way to protect slivers.

  • Sliver Hivelord gives all slivers indestructible, this protects them from non exile removal and board wipes, including Damn turning it into a one sided board wipe.

  • Ward Sliver prevents all interaction between a color and slivers, prevents removal spells and can be great against mono color decks as the slivers can block for free and get in without being able to be blocked.

Card draw is important for keeping the engine of the deck going, I think that this deck can get away with less card draw then usual because of the sliver tutor ability that Sliver Overlord has getting whatever sliver is needed cutting back on the required card draw that would be necessary to get these cards otherwise.

  • Rhystic Study is amazing card draw when not payed for and a great stax piece when payed for, this card will sit and accrue immense value over the course of the game.

  • Dormant Sliver allows you to draw a card every time a sliver enters the battlefield which is great, however it gives slivers defender, which isn't. This card is great for a turn or two then its a great sacrifice to a block, Basal Sliver, or Necrotic Sliver.

  • Opaline Sliver gives a card when a sliver is targeted by an opponent, this isn't guaranteed card draw but it can provide a decent amount of cards over the course of the game.

  • Synapse Sliver gives a card every time a sliver deals combat damage to a player, this is great and can draw a stupid amount of cards after a large board of slivers has been accrued.

  • Herald's Horn gives a pretty good chance of an extra card each turn if the top card of the deck is a sliver, because of the copious amounts of slivers in this deck it happens quite a lot.

Cards that didn't really fit any other categories, these cards are efficient and nice to have but they don't really have a true role in the deck.

  • Animate Dead allows for reanimation of any creature in the graveyard for the small cost of and giving the creature -1/-0 allowing a combo piece or very important sliver to return to the battlefield.

  • Demonic Tutor is a catch all tutor at an amazing rate, it can grab whatever is needed for just .

Slivers are the heart and soul of the deck. They all build off of each other to make a huge board of scary threats that can easily overwhelm opponents or snowball into a game winning board state. Most sliver decks do not run as many slivers as this deck in favor of more other card types, but I think that this is the funnest way to run the deck with a large amount of options for any board state as well as making The First Sliver much more likely to hit a sliver with the cascade trigger and chain slivers all the way down making it able to build a whole board off of one sliver.

  • Amoeboid Changeling is the ugliest "sliver" in the deck. The main point of this card is to turn opponents creatures into slivers and then gain control of them using the ability on Sliver Overlord to gain control of target sliver.

  • Basal Sliver allows slivers to be sacrificed for , this makes it a great combo piece for Sliver Queen and great at removing Dormant Sliver. The ability is also just a great way to turn slivers that have outlived their usefulness into useful resources for other slivers or abilities.

  • Bonescythe Sliver gives slivers double strike, making any sliver much more lethal and can close out games with a couple of anthem slivers.

  • Brood Sliver makes a Sliver 1/1 C every time a sliver deals combat damage to a player, this causes crazy snowballing and can make a huge board of boosted slivers.

  • Galerider Sliver and Winged Sliver give flying to all slivers, this gives good evasion and allows blocking flyers that would otherwise be an issue.

  • Heart Sliver gives slivers haste allowing for suprise swings that can't be prepared for, also has good synergy with Gemhide Sliver/Manaweft Sliver allowing for slivers to tap for mana the turn they come down.

  • Cloudshredder Sliver is a Galerider Sliver/Winged Sliver and Heart Sliver stapled together giving the benefits of both making it one of the best value slivers in the deck.

  • Dregscape Sliver allows slivers to be unearthed for allowing a surprise swing with a huge board of reanimated slivers or a combo finish if any of the key combo pieces in the deck have been removed or milled earlier in the game.

  • Essence Sliver and Syphon Sliver both give life back equal to damage dealt, because of the weird way the text on Essence Sliver is written the ability occurs on the stack rather than being lifelink, this means it can stack with Syphon Sliver or other copies of Essence Sliver giving much more life than if it was lifelink.

  • Hatchery Sliver allows slivers to be replicated for their mana cost, this is great for increasing board size, giving more redundancy in the face of single target removal, and stacking slivers effects. this is great for stat boosting slivers like Muscle Sliver, Predatory Sliver, Sinew Sliver, Sliver Legion, etc. allowing for massive power/toughness boosts on the whole board, this is also great for stacking up effects on slivers that benefit from having more than one of them such Essence Sliver, Sidewinder Sliver, Ward Sliver, Brood Sliver, Diffusion Sliver, etc. making all slivers on the board much stronger as a result.

  • Horned Sliver gives all slivers trample allowing damage to be pushed through chump blockers.

  • Leeching Sliver makes the defending player lose 1 life every time a sliver attacks the opponent, this is great indirect damage that adds up quickly and gets past blockers.

  • Muscle Sliver, Predatory Sliver, and Sinew Sliver all give slivers a +1/+1 boost to power/toughness making all slivers a little more threatening on both offense and defense as blockers.

  • Plated Sliver gives a +0/+1 boost to power/toughness making all slivers a little more resilient and is a decent one drop or 1 cmc cascade hit.

  • Pulmonic Sliver gives all slivers flying for good evasion and allows them to be put on top of the library instead of the graveyard when killed, this is great for getting key threatening slivers back into play after they have been dealt with and works well with Herald's Horn for guaranteeing extra draws.

  • Quick Sliver has flash and allows all slivers to be cast at instant speed, this completely changes how you can play the deck allowing you to dump your hand at instant speed allowing the deck to be played like a draw-go deck allowing for much reactive play.

  • Sentinel Sliver gives slivers vigilance letting attacks go through while allowing blocks to stay up.

  • Shifting Sliver makes it so that slivers can only be blocked by other slivers making it the best evasion in the deck as most decks don't play any slivers essentially making all slivers unblockable.

  • Sidewinder Sliver gives all slivers flanking which gives any creatures blocking a -1/-1 power/toughness decrease making it a decent one drop and 1 cmc cascade hit.

  • Sliver Legion gives all slivers +1/+1 power/toughness boost for each other sliver in play, this leads to huge board states and allows for some crazy snowballing.

  • Sliver Queen can make a Sliver 1/1 C for allowing it to grow the board state all on its own making a huge army of slivers that are a lot more threatening then they sound do to all the buffs that they will inevitably have by the time Sliver Queen hits the field, she is also a key piece in the combo finish of the deck and the combo would not be possible without this card.

  • Striking Sliver and Talon Sliver gives slivers first strike giving slivers a large advantage against similarly sized creatures in combat.

  • The First Sliver gives slivers cascade this allows for massive chains of slivers to be cast off of one sliver, this leads to huge board states and snowballing.

  • Two-Headed Sliver gives slivers menace making the whole board a lot harder to block and can force disadvantageous blocks for opponents.

  • Venom Sliver gives slivers deathtouch allowing them to trade with any creature on a block or kill creatures with a lot of toughness.

The alternative options are cards that I often sub into the deck when I think it needs a shake up or an increase/decrease in power. They are all shown in the maybe board.

These are other slivers that I think are good enough to sub into the deck. I often switch out slivers in the main deck for these and I think they are worth note.

  • Capricious Sliver exiles the top card of the library when a sliver deals damage and that card can be cast until end of turn, this effect is very similar to Synapse Sliver giving card advantage whenever combat damage is deal, however the exile card draw is a lot more risky and if the card can't be cast that turn it's stuck in exile. Its a solid choice if more card draw is desired for the deck.

  • Firewake Sliver gives all slivers haste as well as allowing you to pay and sacrifice a sliver to give all slivers a +2/+2 boost until end of turn, this can allow you to grow the board huge by getting rid of excess slivers as well as being a sac outlet for Dormant Sliver.

  • Frenetic Sliver allows a sliver to be exiled until end of turn if a coin flip is won, this is some extra protection giving a sliver a 50% chance to dodge any removal spell or board wipe and if the flip is lost the sliver would have died anyway so it doesn't really matter. A solid choice if slivers are being targeted a lot or a lot of board wipes are cast.

  • Fury Sliver gives all sliver double strike making the entire board much more threatening and doubling the effectiveness of power buffs given by other slivers.

  • Hollowhead Sliver lets you tap a sliver for great card filtering by allowing discarding of bad cards for a new card, this is also able to fill the graveyard for recursion effects such as Dregscape Sliver, Animate Dead, or Sliver Gravemother if any of those cards are in the deck.

  • Homing Sliver allows slivers to be discarded from hand for to search the library for another sliver, this gives the deck some extra consistency but is rather redundant with Sliver Overlord as commander as the ability on sliver overlord to tutor for any sliver for makes homing sliver rather useless if it's on the field, but if a lot of removal is present and Sliver Overlord can't stick on the board for long this is a good option.

  • Hunter Sliver has the forgotten ability provoke which allows an opponents creature to be untapped and forced to block whenever a sliver attacks, this can force an opponent to chump block with a utility creature or mana dork which can save a removal spell or slow down an opponent.

  • Lavabelly Sliver allows a sliver to ping a player or planeswalker for 1 and gain 1 life whenever a sliver enters the battlefield, the incidental life gain is nice and this can allow for chipping down of planeswalkers or low life opponents when the slivers can't get through in combat.

  • Lazotep Sliver gives slivers afflict 2 and amass 2, this makes slivers still painful on attack even when they are blocked and can't deal combat damage in a similar way to Leeching Sliver, the amass trigger makes removal less painful as a body is still left behind that keeps growing bigger the more slivers that die, this can give a great position to the sliver player after a board wipe or if all of your slivers keep getting removed.

  • Magma Sliver allows for a sliver to tap to give a sliver +X/+0 where X is the amount of slivers on board, similarly to Sliver Legion this can make each sliver massive and can even be stacked on one sliver if only one gets through blocks, however it does force you to tap a sliver so it synergizes great with vigilance or else some slivers may have to be held back from combat to buff other slivers.

  • Megantic Sliver gives all slivers +3/+3 making it a decent buff to the whole board and a good finisher on a wide board with a lot of smaller slivers.

  • Morophon, the Boundless is another ugly "sliver" that makes all slivers cost less, this makes all slivers much cheaper and easier to cast and makes legendary slivers like Sliver Queen, The First Sliver, and Sliver Overlord cost nothing to cast.

  • Regal Sliver gives slivers +1/+1 until end of turn whenever one enters and it gives you monarch, this introduces monarch to the game which can give a ton of cards if it stays on your side of the battlefield and sliver decks are great at getting and keeping monarch because of the large creatures that flood the board making attacking into the sliver player less likely and even if it gets taken away it can be gotten back very easily by playing another sliver triggering the ability again or just attacking.

  • Shadow Sliver gives sliver shadow so they can only block or be blocked by creatures with shadow, this basically makes them unblockable but also basically makes them unable to block because no one plays any cards with shadow except in some very niece cases, this essentially makes the deck a glass cannon where it can deal incredible amounts of damage but it can also be destroyed very easily.

  • Sliver Gravemother gives slivers encore where X is its mana value, this is practice works like a Dregscape Sliver on steroids where it can bring back slivers for a turn with haste however this can cost more than Dregscape Sliver's unearth ability but it gives you a token for each opponent, this can allow for a very large board for a turn or just extra bodies and ability each turn as slivers get reanimated or can be used to reanimate combo pieces to close out the game.

  • Spiteful Sliver gives all slivers a Stuffy Doll effect, this can be great for getting damage through blocks as all damage dealt to the sliver can be directed at an opponent as well, this can also be game winning if combined with damage based board wipes such as Blasphemous Act dealing insane amounts of damage to each opponent.

  • Taunting Sliver allows you to goad a create when a sliver enters, this can be great for getting pressure off as big creatures can be goaded to attack opponents rather than you, it can also be used to deal with small mana dorks and utility creatures that aren't usually sent into combat as they can be blocked and killed easily.

  • Thorncaster Sliver allows you to ping a creature whenever a sliver attacks, this can be great for killing small creatures, whittling down opponents, or getting small amounts of damage on opponents through blocks.

  • Toxin Sliver gives pseudo mostly worse deathtouch to slivers, the damage must be combat damage so it doesn't synergize well with pingers like Thorncaster Sliver or Quiiled Sliver (TSP) if those are in the deck, the ability does prevent regeneration which is basically a non factor in the modern game, but it still allows trades with almost any creature with large toughness in combat like Venom Sliver does.

  • Virulent Sliver gives slivers poisonous 1 meaning they will give the opponent 1 poison counter whenever they deal damage, unlike infect it will only ever give the opponent 1 poison counter no matter how much damage the sliver does, this does put opponents on a clock however with 10 hits from slivers knocking them out of the game no matter how much life they have, this card synergizes with Bonescythe Sliver to give opponents multiple poison counters with each attack as both hits give 1 poison counter each, it also synergizes with card that make copies of slivers like Sliver Gravemother and Hatchery Sliver as each copy of poisonous 1 stack to give opponent poison counters equal to the amount of Virulent Sliver on the field.

These are other cards that I often run in the deck that I think are worth running or at least keeping in mind, they synergize greatly with the deck as a whole or have specific synergies.

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93% Casual

Competitive