pie chart

The Power of the Hive (All-in Slivers)

Modern Aggro Sliver

Ixidron


Sideboard


Don't press this button (+1 Upvote)

Fast and competitive aggro sliver, designed for modern, can beat some modern tier 1 archetypes. I might not win you a tournament, but it's fun, and your opponents won't expect it and won't have a sideboard against it.

This deck is a baseline. Below, I'll explain how to tailor it to suit your personal style and several situations you might encounter. It's a long read, but I'll explain more competitive variants and different deck styles as well as many of the tweaks and changes you can do to adapt to any situation. This deck will suit you well in general if you do not know what your opponents might be bringing to the table. However, if you know what you will encounter in a tournament, you can tweak it to be more effective.

The Maybeboard is a list of cards for alternative playstyles and variants, as well as modifications to fight specific decks. Continue reading for further explanation about variants and specific cards.

--NEW--

Thrumming Hivepool: I have been testing it, and it is bonkers. It's usually a turn 3-4 drop that can be a finisher the next turn. However, the problem is "the next turn" part of it. Best case scenario, you're dropping it on turn 3 if you had 2x 1-drops and a mana sliver. The boost to your attack is negligible, like dropping a +1/+1. Unless you dropped 2 virulent slivers and they can't block, in which case, you win. Quickest drop is turn 3 with any+mana sliver+2xlands, but that doesn't give you too much swing potential on the next turn.

Otherwise, you can tap two slivers for mana and drop a +1/+1 and swing for 8. It's huge, but at that stage, you're still vulnerable to board removal, and you're still not winning.

By turn 3, you could also be dropping Sliver Legion instead.

Both are big; both options are still vulnerable. However, the pool offers a second turn-3 win condition with the first being 2xVirulent Sliver+Cloudshredder Sliver+any (turn 1 virulent, turn two cloudshredder, swing for 2, turn 3 virulent+any, swing for 8 poison). For this one, you need 2xvirulent+mana+pool+3 lands.

It's a worthy addition and a finisher, but not so different from your other finishers.

Here you'll have a list of cards and an explanation for surviving as a player. Mainly, it'll be Lifelink and some tricks.

--Essence Sliveraltered stacks with itself and Syphon Sliver. Essence Sliver's ability is not lifelink; it's a triggered ability that triggers after dealing damage and goes through the stack, so opponents can respond and kill you before you get the life. Lifelink, however, is a static ability; the moment you deal damage, you'll get the life.

--Darkheart Sliver requires you to sacrifice your sliver to gain life, but this is also something your opponent will need to take into account. You can activate the ability in response to removal or lethal, meaning you'll always gain life no matter what. Might as well mean "when this creature dies, you gain 3 life". You can use it to block, and if your sliver is going to lose the fight, sacrifice for three lives. If they try to kill a sliver, sacrifice for three lives. You get the gist.

--Angel's Grace, Worship, Lich's Mirror, Platinum Angel, Flare of Fortitude, Platinum Emperion and Cloudsteel Kirin are the viable cards that would save your ass. You'll rarely see them in modern as, other than the instants, they are slow, expensive, and easy to deal with. Not to mention, they either give you paranoia or a false sense of security.

These are the cards you need to get rid of the nasty stuff your opponents may play.

--Necrotic Sliver is Vindicate on a stick. I'm sure you'll want him with you if you are facing lockdown decks or Tron, for example.

--Interesting combo: Liquimetal Coating+Harmonic Sliver, if both cards are in your starting hand, you can begin destroying lands at your third turn. However, keep in mind that it's a forced triggered ability, you have to destroy an artifact or enchantment, you cannot choose not to do so, which means you need to pace it, or you'll destroy your own combo if you're not creful enough, as Liquimetal Coating is an artifact and a valid target.

--Thorncaster Sliver: It's expensive, and it's not as good as it might seem. I do not recommend it except for niche situations where you face swarm/token-based decks or decks that have nasty creatures that do not attack or block. In this case, you pair it with Venom Sliver.

--Quilled Sliver: It's a cheaper, worse version of Thorncaster Sliver. It only ever works if your opponent blocks or attacks; however, it's a defensive powerhouse paired with Venom Sliver. Your opponent will need to remove either or lose their entire attacking force.

--Psionic Sliver: You can use Psionic Sliver to get rid of your Dormant Slivers, deal direct damage to an opponent, or take down important creatures. Usually, you pair both Psionic Sliver and Dormant Sliver if you wish to play more defensively and kill using direct damage. In essence, it's a sliver burn playstyle. Venom Sliver in this case cannot be used as you'll kill your own creatures. You'll need a way to boost the toughness of your slivers so you do not kill them, which means, at the bare minimum, you need +2/+2.

--Spiteful Sliver: This is an interesting card to have for sure against decks that use powerful creatures. It combos with Psionic Sliver, meaning tapping a sliver will deal 4 damage to a player or 2 to a creature and 2 to a player/planeswalker

--Bladeback Sliver: Slivers tend to empty their hands real quick. This is a nice card to have for your sliver burn deck if you do not have enough thoughtness-boosting slivers. However, it's very redundant once you have Psionic Sliver. Again, this is for defensive decks.

--Lavabelly Sliver: This one is, yet again, for direct damage burn. It's good in general and stacks with itself, so it can be added to almost any deck as a way to both add pressure to the opponent and survive yourself.

--Dismember is a staple as it fits into any deck. While you can pay the black mana anyway, 4 lives is not a huge price to pay to remove a troublesome creature.

--Boros Charmfoil has removal and a ton of utility. If played correctly, it can win you the game. However, keep in mind that removal is moving away from "destroy" and direct damage to "exile" or -X/-X. In which case, indestructibility won't help you.

--Thraben Charm offers all-around utility against typical staples such as enchantments and graveyard control while offering some kind of creature removal potential.

--[Kozilek's Command] is a common utility staple in modern meta. You can use it, and you'll have the mana for it. It's more expensive but also very versatile. It has graveyard hate, creature removal in the form of exile, and a couple of extra effects when you need neither of the previous ones.

--Wrath of the Skies is another common stapple similar to Ratchet Bomb and Engineered Explosives. It's hate against specific mana converted values. The most typical mana values with annoying stuff will be 1-2 and at most, 3. The big issue is that most of your stuff is value 2.

--Firespout is another common staple which will fit your deck if you have Galerider Sliver or Cloudshredder Sliver in play.

--Fatal Push is one of the cheapest removals you can have, and it targets the annoying 1-2 range stuff. Shoot the Sheriff is 1 mana more expensive, but nobody uses outlaw decks, so it kills basically everything for 2 mana.

--Crippling Fear is a powerful removal spell for tribal decks like slivers, as it'll not affect you in the slightest.

--Lifecrafter's Bestiary: Slivers need card advantage to remain viable. Unlike other tribals, like Merfolk or Eldrazi, who have a lot of tricky creatures with massive effects, slivers are mostly physical, meaning they rely on combat. They don't have any of the fancy supporting spells or control or removal abilities other tribals have, like goblins, for example.

--Realmwalker: This is exactly what slivers needed for a long time, and it's not even a sliver! (technically). If you get this guy on turn three with a mana sliver on turn 2 and you get lucky with a Cloudshredder Sliver next turn, it is bonkers.

--Collected Company: Great card here, since most slivers cost 3 or less. Many people with sliver decks play 4 copies and it's become a staple alongside Aether Vial. It's really useful and a solid variant.

--Descendants' Path and Call to the Kindred are great cards for tribals. You get free slivers, but you can't choose when you want to play them. They are the poor man's versions of Aether Vial/Collected Company. Note: Call to the Kindred's effect makes opponent's unable to counter the sliver, since it says "put that card into the battlefield", but if you are using Descendants' Path, your slivers can be countered, since it says "cast it without paying its mana cost". Both have pros and cons. Call to the Kindred is an aura, which means they can remove the sliver and get a 2-for-1 deal, but it is incredibly powerful, preventing your slivers from being countered and reorganizing your library. Descendants' Path is cheaper and it's a static enchantment, which means that after a creature wipe, it'll stay and help.

--Distant Melody: You can draw as many cars as you have slivers. It's a win-more card, so I don't recommend it.

--Glimpse of Nature: It works similarly to Lifecrafter's Bestiary. Slivers for cards. The obvious disadvantage is that it's a sorcery.

--Dormant Sliver: This used to be the only card-drawing engine slivers had until recently, making them unviable for modern, fast-paced games. Not only is it expensive, but it makes your slivers defender, which means you need another sliver to remove it. Nowadays, it still sees play in Commander or decks built around it.

--Screeching Sliver: Wait... why is this card listed as card advantage? Simple, because of Realmwalker. If you don't have a sliver on top of your library, mill it.

--Diabolic Intent: One of the many attempts at making a balanced Demonic Tutor. This one is fairly viable and sees play.

--Eldritch Evolution: It's a tutor that can get the card on the battlefield. Beware that it can be countered, and you lose both spells.

--Homing Sliver: Is your main tutor. Cycling is an ability, so it's not possible to counter it under typical circumstances.

--Pyre of Heroes: It is an alternative that can cheat slivers into the battlefield. However, the sorcery speed kills it.

--Congregation at Dawn is an instant, which means you can play it during your opponent's end step and you'll at least draw the top card of your deck. It pairs well with Realmwalker. All you use are mostly creatures anyway.

If wishes were silver... oh wait, they are!

Research / Development, Mastermind's Acquisition, Glittering Wish, and Wish are what's known as wishes and can pull cards from outside of the game. In a tournament, that's your sideboard. They all have their pros and cons and are viable depending on how you play.

--Primal Rage: Slivers that give trample are bad. This is your only viable solution. However, you'd normally use other methods to avoid defenders, such as Shadow Sliver, Cloudshredder Sliver, and Galerider Sliver.

--Cryptolith Rite: This is a Gemhide Sliver/Manaweft Sliver on a enchantment. It's not a sliver, which means it doesn't benefit from other slivers, but it's immune to some removal while vulnerable to others. In the end, it's an alternative. Diversification and redundancies reduce counterplay.

--Cover of Darkness cheap fear for slivers. This was not modern legal until recently.

--Mirror Entity: It counts as a sliver, and many sliver decks like to use it as a finisher. It can also be used to boost your slivers with spare mana to survive mass damage spells. Since most slivers have a base resistance of 1 to 3, it doesn't require much mana to be of use.

--Mutavault is a sliver on a land, quite good, and cannot be targeted by Abrupt Decay, Thoughtseize, or Inquisition of Kozilek

--Metallic Mimic: It's similar to Adaptive Automatonfoil, however, it gives your creatures counters, which are permanent (more or less). The pro is that if removed, the counters stay, while the con is that it won't boost cards you've already played.

--Adaptive Automatonfoil: It works like Sinew Sliver and Predatory Sliver . It won't boost itself, but it's already a 2/2 instead of a 1/1. It's a common staple in many tribal and sliver decks. However, it's an automaton unless it's on the field, unlike Realmwalker, which counts as a sliver anywhere, including the library and graveyard.

--Mockingbird: is any sliver you want. In a sense, if you copy Sinew Sliver or Predatory Sliver it's better than Adaptive Automatonfoil. It's not a sliver until it's on the battlefield so it has the same issue as Adaptive Automatonfoil. Mockingbird, however, can copy any creature, even one that's not yours.

--Sinew Sliver and Predatory Sliver: They are your bread and butter 2-mana lords. Every sliver deck has 4 copies of each.

--Megantic Sliver: Expensive and more of a finisher. For that mana cost, you can get Sliver Legion out, which doesn't do Megantic Sliver sliver any favors.

--Phantasmal Image: Some decks use it to copy Sinew Sliver and Predatory Sliver, however, it's very vulnerable to targetting, since you normally don't have hexproof.

--Sedge Sliver: It's a lord with an extra ability. It's not bad, but the requirement for it to give the +1/+1 is having a swamp. Many of us wish that its abilities worked the other way around.

--Rally the Ranks: It's a lord on an enchantment. It's not a sliver, but it offers the same effect as Sinew Sliver and Predatory Sliver for the same cost. Think of it as something similar to Cryptolith Rite vs Gemhide Sliver/Manaweft Sliver. Different removals and different pros and cons.

--Vanquisher's Banner mixes a lord with card draw. It can be a turn 3 drop with a 1-card draw in that turn if you have a nice opening hand. It's expensive, but it could be viable.

--Patchwork Banner is like Adaptive Automatonfoil with a mana ability minus the creature. I'd consider it a variant to be tested and situation-dependent. You'd want the automaton most of the time.

--Obelisk of Urd is a turn 3 drop with a lot of luck. However, you have better options such as Megantic Sliver and Sliver Legion. This card works better on token decks, not sliver decks.

--Coat of Arms is like Sliver Legion sans the legion or the sliver. Funnily enough, it used to be cheaper ($) than the legion, and people would use it instead because of that. Now they are about the same price.

--Stoneforge Masterwork: this is a single-target coat of arms.

--Banner of Kinship is like Coat of Arms (WotC love making variants). In this case, it's better than Coat of Arms if you lose your creatures, but unlike Coat of Arms, it doesn't continue growing with new creatures. So, as usual, pros and cons. Are you playing against hard removal that will contantly clear the board? Banner of Kinship is better than Coat of Arms, if not, Coat of Arms is better. By turn 3, with a good starting hand (3 lands, 3 1-mana slivers, 1 mana sliver), you can drop Banner of Kinship for +4/+4, which is better than the +3/+3 that would be given by Coat of Arms or Megantic Sliver for example. Sliver Legion is still +4/+4 and it's a goddamn 7/7 (actually a 10/10 in that hypothetical scenario), plus, it's still a sliver. The only advantage here Banner of Kinship would have is if they hit you with a Wrath of God-like board wipe.

--Door of Destinies is yet another variant. For 4, it does nothing outright until you play more slivers. Like Coat of Arms, it grows with new creatures, and like Banner of Kinship, it keeps the boost even if your opponent wipes the board. However, a 4 mana investment for no return until several turns later is not a good deal. It's too slow.

The main point here is that if you're going to be adding any boost that's over 2 mana, Sliver Legion is always the best pick.

--Morophon, the Boundless: A recent addition to slivers. It is a lord, and it allows you to play most slivers for free or for , but let's be honest, if you're paying 7 mana to get this guy, you're likely winning the game anyway. Though it's hard to argue against how fun it is to pair it with Realmwalker and drop half your library for free.

--Sliver Legion: It's a finisher that can get in as early as turn 3. Coat of Arms on a 7/7 sliver. If they do not have an answer to it, boy, they are toast. However, most decks will have an answer.

--Sliver Hivelord: It's considered the weakest sliver legend. Not only does it have 5/5, unlike the classic 7/7, but there are many ways around indestructible right now.

--The First Sliver: Cascade means you can typically get a Realmwalker, 2-mana sliver, and 1-mana sliver as you drop this card. However, it's hard to gain that much advantage from it in your deck, as most of the time you'll be playing a 2-mana drop and get a 1-mana drop for free. This sees more play in Commander.

Slivers are not known for having a strong graveyard control overall. You rely on non-sliver spells.

--Raise the Past is your best bet to return slivers to the battlefield. Comparable cards are Rally the Ancestors, Immortal Servitude, andReturn to the Ranks. While Rally the Ancestors is a very "oh, snap!" card that can be used for a surprise defense or to boost your slivers before an attack if you have haste, Raise the Past and Immortal Servitude allow you to keep your slivers. They are both a sorcery. Raise the Past will bring most of your stuff while Immortal Servitude will bring back Adaptive Automatonfoil and Realmwalker for 2 extra mana. But at 6 mana, that's a steep price to pay.

--Dregscape Sliver: It's somewhat viable against heavy removal. You want slivers on the field for their static abilities, so returning one for a key attack could mean winning, but the ability is played at sorcery speed, which means no tricks and very predictable, and you don't want that.

--Pulmonic Sliver: It was one of the first slivers to interact with the graveyard (more or less). However, it's expensive and doesn't see much play outside of Commander.

Control and removal are your biggest counters. Slivers have specific cards against them, of course, but very limited.

While spot removal can be annoying, all your slivers are useful creatures. It's not like some decks that have a keystone creature you need. Here, every sliver counts, and if they kill one, you can replace it, but losing one of your +1/+1 slivers at a key moment can turn the tide in favor of your opponent. You should always be mindful of which cards their deck has and if they have cards in their hand and mana available.

Hard control, such as the classic prison enchantments/creatures, counterspells, bouncing, and such, are much more annoying. While in Commander, you have Crystalline Sliver and Ward Sliver, they are not legal in Modern. Right now, there are no slivers that give themselves hexproof.

--Cavern of Souls will be your main card against counterspells. After all, you're playing a tribal deck, and everything is sliver. It's a land, and it gives you mana. It's a turn 0 drop, impossible to counter itself. You drop that on your first turn, and control decks lose a lot.

--Rhythm of the Wild is another way to prevent countering with the added bonus of haste or +1/+1. Only Destiny Spinner is cheaper, but Rhythm of the Wild is much better for a sliver tribal deck. The other alternative is Leyline of Lifeforce if you happen to draw it on your starting hand.

--Aether Vial is your second-best card against counterspells. You do not cast the creature, you put it into your battlefield. This is different from Collected Company and Realmwalker, which allow you to play slivers from your library, but you are technically casting them. At the same time, Aether Vial won't trigger Lifecrafter's Bestiary. On the plus side, you can drop slivers during your opponent's turn.

--Ascetism is the only viable way to have hexproof on your slivers, and it's expensive mana-wise. A variant is Privileged Position, which affects all your permanents. It's not very viable. There's nothing for less than 5 mana that gives permanent hexproof with one single exception...

--Lost in the Maze is the only card under 5 mana that gives permanent hexproof, but the caveat is that it only works on tapped creatures. If you have a mana sliver, you can always tap any sliver, making it very viable for 2 mana, plus extra effects if you want.

--Heroic Intervention remains, so far, the best option to save your bacon in most situations, as all your permanents gain hexproof and indestructible. They can still be hit by wide-area spells such as Languish or Evacuation.

--Opaline Sliver: Like most of your anti-control slivers, this one only makes it more annoying to get rid of your creatures. In this case, you draw a card.

--Diffusion Sliver and Unsettled Mariner work in a very similar manner. In essence, Diffusion Sliver gives your slivers Ward 2, while Unsettled Mariner gives your permanents (that means lands, artifacts, etc) Ward 1.

--Kira, Great Glass-Spinner is not a sliver, but it adds an effect to all your creatures. The biggest issue is that Kira, Great Glass-Spinner is vulnerable to common mass damage such as Pyroclasm and Kozilek's Return, which are staples for Eldrazi and red decks in general.

--Sedge Sliver it's no Crypt Sliver but if you have a swamp it's a lord (+1/+1) and allows you to regenerate. I find it very situational, and the 3 mana cost is not the best.

--Darkheart Sliver again, this simply punishes your opponents for trying to get rid of your slivers. The sacrifice ability is unavoidable, which means that you can always respond to anything your opponent does with it. It's situational.

--Frenetic Sliver: You MUST include this one in your mainboard against heavy control, heavy removal, and mass removal. It makes removal useless once you learn how to flip coins. Coin flipping, no matter what people say, is not random. It's based on pure physics. If you learn to apply the same force all the time when you flip, you can calculate how to make it land heads or tails, but it requires practice, oh, and it's perfectly legal :)

Get yourself a custom coin, preferably big and heavy (easier to predict the result), and practice. There is nothing in the rules that says how to flip a coin; the only rule is that the affected player flips the coin and must call head or tails while it's in the air unless the card specifies otherwise. Since coin flipping is an unusual and old mechanic, there are only 3 rules affecting it, none of which specify how to flip, so you can take advantage of this loophole. And yes, I am aware that the "cheat flip" exists (snapping your fingers makes the coin tumble, but not flip as it goes up, so it always faces the same direction), but that's not flipping, and you may get called out.

Now it's time for you to defend yourself against control.

--Leyline of Sanctity, Teyo, the Shieldmage, Witchbane Orb, Ivory Mask, Orbs of Warding and Crystal Barricade are the most viable solutions. Of course, it depends on what the enemy is running. Unfortunately, monored burn decks now have Wear / Tear on their sideboards and run dual lands precisely to get rid of your hexproof.

--Nephalia Academy: Is Thoughtseize a pain in the ass? We thought so too. Put an end to that thought-stealing nonsense once and for all. There's a reason this card has been a staple since it got printed, and why every deck can, runs it. It's busted.

--Veil of Summer and Surge of Salvation remain the best way to gain hexproof with some extra benefits even if it's just one turn. Veil of Summer is a popular sideboard staple.

Most information from the previous panel still applies here, as burn is not much different when it comes to killing you or your stuff.

--Luminesce is a very unexpected card that black and red burn decks do not have an answer to. However, red burn tends to run Orim's Chant on their sideboard, but if they are dropping Orim's Chant, it usually means they want to kill you uninterrupted this turn, so you can still answer with Luminesce at least the first time. The next time, you'll have to guess if they are baiting you.

--Mark of Asylum To protect your creatures from burn.

--Shadow Sliver is an option to consider while facing a creature-based defensive deck or just a deck that's aggro enough to keep up with your sliver and put you in a stalemate. Please note that while your creatures can't be blocked, you also can't block, so it's recommended to use it as a finisher, drop the Shadow Sliver, attack with everything, and win.

--Dolmen Gate: Prevents all combat damage dealt to your creatures, which means you can attack without consequences. This remains the only permanent that does this effect. It seems that it has become popular since I originally suggested it. It used to sell for $2.

--Sentinel Sliver: Allows you to attack while still defending against an opponent's counter-attack. It pairs exceptionally well with Dolmen Gate.

--Thorncaster Sliver, Venom Sliver, and Quilled Sliver, as mentioned before, are your best bet to deal with creatures. Venom Sliver is your most viable counter to creatures.

--Runed Halo is a great way to deal with token-swarm decks since you can just say "Cat" or "Spirit" or "elemental", which are the typical tokens you'll see.

--Torpor Orb is a very common sideboard staple. Many decks rely on a creature's triggered ability. Torpor Orb negates triggered abilities that begin with "when", "whenever", or "at". Sliver abilities are static, so it doesn't affect your slivers but will affect Lifecrafter's Bestiary, for example.

--Crippling Fear remains your top removal spell against creatures.

--Force of Despair is another viable alternative to counter a mass creature drop or a huge creature drop. However, black slivers are terrible except for Dregscape Sliver and Syphon Sliver, so you normally don't run them, and your only viable discards are your legends. However, for 3 mana, it's still cheap enough to play normally.

--Authority of the Consuls: This is very fun to use if the enemy relies on flash, haste, or token spam. Mainly, this is meant to counter token spam (somewhat, not really that much).

--Grafdigger's Cage, Tormod's Crypt, Relic of Progenitus, Soul-Guide Lantern, Soulless Jailer are the all-classic cheap artifacts everyone runs a few copies of on their sideboards for graveyard hate. They function more or less the same way.

--Rest in Peace is what decks that run white use. It's either this and/or Thraben Charm.

--Screeching Sliver and Virulent Sliver are your main viable picks. 2xVirulent Sliver+Cloudshredder Sliver plus any other sliver is a turn-3 win.

--Everlasting Torment and Leyline of Punishment are the other viable non-sliver ways to counter life gain.

--Deafening Silence: Deafening silence is something that you'll want against combo decks that rely on playing several cards on a turn for an instant win. They'll have to deal with your enchantment first. It's also somewhat useful against control decks, which tend to do similar shenanigans, although those shenanigans are more about ,well, controlling you and your stuff.

--Pithing Needle: This one is very, very specific and typically geared to disrupt combos and very annoying creatures.

--Runned halo is specific card hate. However, it can be destroyed. Think of it as a variant of Pithing Needle.

--The Stone Brain is a new card that is a better version of Jester's Cap. Both deal with annoying crap you know they have and need for combos and stuff. Every deck can use it, and it's not very expensive. It sees a lot of sideboard nowadays, as it can crush combos and key cards.

--Surgical Extraction is also anti-combo, preventing an opponent from repeating stuff. It's a popular pair with Thoughtseize since you can clear a combo at turn 1 if you're lucky.

--Inevitable Betrayal: This one is hilarious if they do not have an answer to it and you steal Emrakul.

--Ashiok, Dream Render remains the most viable card to counter deck search.

--Teferi, Time Raveler removes instants. Everything is a sorcery. It's very annoying against control, since control typically goes on your turn, so they have mana available in their turn.

--Defense Grid: Helps to annoy control decks, and prevent surprises. You don't normally cast during your opponent's turn and instead use abilities, such as Aether Vial's, which don't count. Other similar cards are Charitable Levy, Curse of Silence, Dovin, Hand of Control, Kasmina, Enigmatic Mentor, Reidane, God of the Worthy  , Thalia, Guardian of Thraben, Thorn of Amethyst, Tithe Taker, Vryn Wingmare.

--Ensnaring Bridge: This will see play against creatures, so it'll be used against this deck. You do not want it, of course, unless you're playing with a defensive sliver deck against other creatures.

--Trinisphere + Chalice of the Void is a popular lockdown strategy for decks that use high-cost creatures only. You should be wary of this combo. Cavern of Souls protects your slivers, or you can still cheat them in with Collected Company and Aether Vial if you had it in play before.

--Damping Sphere is a common and versatile sideboard card against ramping, storm, and certain combos. Also annoying against control.

--Harbinger of the Seas and Magus of the Moon/Blood Moon are extremely dangerous cards to your deck, as this deck only uses non-basic lands. If you have your mana slivers out, you can still play, but if you don't, you're toast.

--Void Mirror is eldrazi/artifact hate. Eldrazi decks tend to run green/red, so they can sideboard some artifact removal.

--Gaea's Blessing is a cheap way to counter mill, and all you have to do is keep it in your library. It works similarly to the original Eldrazi trio: Ulamog, the Infinite Gyre, Kozilek, Butcher of Truth, Emrakul, the Aeons Torn, but you do not have to build your deck around them. Mill is basically dead and buried since Eldrazi came out anyway.

--Consign to Memory is one of the most popular sideboard blue counters since it deals with both Eldrazi and artifacts.

--Harmonic Sliver of course. This is your bread and butter. You really don't need more.

--Fracture is a multipurpose, cheap spell.

Turn 4 swinging for 36 with flying, haste, double strike, and poisonous:

Turn 4 swinging for 36 with flying, haste, double strike, and poisonous.

Turn 4 swinging for 52:

Turn 4 swinging for 52.

Turn 3 swinging for 10 poison:

Turn 3 swinging for 10 poison.

Swinging for 11 on turn 3:

Swinging for 11 on turn 3.

The sideboard is just a small list, not a real sideboard. You can build it however you want, and it keeps changing depending on the current meta. I recommend keeping at least Harmonic Sliver.

Suggestions

Updates Add

Cleaned up and updated to modern meta. Everything is now up to date. Added Vanquisher's Banner after testing. The thing is insane as a turn 3 drop.

Comments View Archive

Revision 35 See all

(2 months ago)

-4 Adaptive Automatonfoil main
+1 Morophon, the Boundless main
+1 Sliver Hivelord main
+1 Sliver Legion main
+1 The First Sliver main