I'm a former Sliver Overlord Commander/EDH player who saw the light and made the change to The First Sliver . This version is more fun & interesting to play and is actually winning quite a bit more than it was before. The First Sliver is also much more explosive than because it comes into play and I immediately get value where as Sliver Overlord may have to wait a turn to search for a Sliver then pay even MORE mana to cast it. It just felt like I was always behind when I cast it.

This is also a deck that isn't running Food Chain and is a straight up tribal deck.

Let's break down our deck!

The First Sliver - Unlike Sliver Overlord , our commander can come into play and immediately make an impact on the board. Note that any Sliver which is cascaded off of The First Sliver won't cascade but afterwards cascades off one sliver can go into another sliver will give another cascade etc. pretty explosive.

Basal Sliver - our Ashnod's Altar stand in and facilitator of many of our infinite combos.

Crypt Sliver - Nice bit of protection from some targeted removal and most mass removal.

Dregscape Sliver - I believe this is the first sliver, no pun intended, that plays from our graveyard and affects the slivers in our graveyard. A neat way to bring back our slivers for one final strike.

Syphon Sliver - Giving us some life back and plays very well with Essence Sliver . _see below _

Galerider Sliver - M14 gave Sliver players a lot of upgrades, none more so than Galerider Sliver . It has the same power and toughness as Winged Sliver for less and its ability only covers our hive.

Diffusion Sliver - a little bit of protection for our team. The upside is it only our Slivers. The downside is this is only soft protection.

Shifting Sliver - On the higher end of our creature curve, but this is one of the ways we can push a lot of damage through. Shadow Sliver is also an option Just remember we'll only be able to block creatures with shadow.

Screeching Sliver - A newer addition to the deck. When playing there are many times when Gravepurge , Footbottom Feast or Bone Harvest are cascaded into and there's no creatures in the yard. They all cantrip so it's not a total loss but with Screeching Sliver we have the opportunity to self-mill and get a few creatures in the graveyard and setup ourselves up. Combined with Intruder Alarm we can have a real chance at milling one or more of our opponents.

Telekinetic Sliver - Here for when we want to get more control-ie. Locking off lands or if we want to tap down creatures to either keep us alive or remove enough blockers to punch through.

Gemhide Sliver & Manaweft Sliver - One, two punch of mana fixing

Muscle Sliver & Predatory Sliver - One, two punch of green little buffing

Quick Sliver -

Venom Sliver -

Megantic Sliver - The second best buffing sliver we have (the best is of course Sliver Legion ) It also curves in after The First Sliver quite nicely.

Realmwalker - One of the biggest issues we have is running out of cards. Kaldheim's shapeshifters gifted us a way of peeling sliver after sliver off the top of our library under normal circumstances. Works great with our Footbottom Feast type cards along with our Mirage Block tutors and Congregation at Dawn and they won't Brainstorm lock us. Screeching Sliver will help out clearing the top card of library, Evolving Wilds & Terramorphic Expanse will also give us a Second Chance . If this type of card excites you and you'd like to play more Experimental Frenzy & Bolas's Citadel could also be for you.

Striking Sliver - The first strike helps keep our team alive while eliminating foolish attacks.

Heart Sliver - Slivers like to go fast and this one hits the table and goes the fastest. It, and the other hasty slivers, combos well the mana slivers to vomit out our meat hooks.

Blur Sliver - Another hasty boy. This one only speeds up our slivers if we're ever in the sliver mirror.

Homing Sliver - Don't often cast this one. It's nice to use it as an uncounterable tutor to find the missing piece of the puzzle.

Sedge Sliver - Have to jump through some hopes to trigger this ones upside but, oh, my what an upside. This fellow is at its best when there's an Urborg, Tomb of Yawgmoth , either our own or our opponents, but a single Swamp will work. The +1/+1 is nice but being able to regenerate each and everyone of our team at will is just too useful.

Fury Sliver - Much like Megantic Sliver this guy's ability is nice, making our squad tall as well as wide is always welcome. But, what's better is that it curves so well on turn six from a turn five The First Sliver .

Sentinel Sliver - at it's heart this is an aggro deck, which can leave us open to counterattacks. This sliver allows us to play offense and defence. With one of our mana slivers we can cast spells in main phase 2 after attack or even at the end of our opponent's turn with the help of Quick Sliver .

Sinew Sliver - Colour-shifted Muscle Sliver what goes for it can be said here.

Bonescythe Sliver - A psuedo-sliver lord. The double strike it provides helps our army go tall as well as wide.

Essence Sliver - This does not give lifelink we just gain life equal to damage dealt. So when Syphon Sliver is on the table we will gain double life.

Pulmonic Sliver - Up until the printing of The First Sliver this card was seen as a a cute bit of board wipe recovery. Taking the one, two or maybe even three best cards and putting them on top of our library. Now we can draw, recast our Commander, cascade and maybe even case another sliver and cascade some more. It takes a bit of forethought, but the upside is so high. Pulmonic Sliver has hidden text that it gives all slivers flying. Most players are so focused on the library ability that they forget about this. This fellow is also the reason we're not running Winged Sliver as our third flying Sliver.

Constricting Sliver - Helps to set off cascade chains at the top of our curve. It also turns all of our tribe into Banisher Priest s.

Cloudshredder Sliver - Such value with this guy! Two mana for haste and flying. So good it outright replaced Winged Sliver .

Darkheart Sliver -

Frenetic Sliver - Most players will look at this and wonder what the heck we're doing. This is insurance against a board wipe. It gives us a 50/50 chance of saving each of our slivers regardless of the how it works. If it exiles it's better that our team is in the graveyard. In corner cases we may roll the dice on a desperate Cyclonic Rift or Evacuation and when our turn comes around we'll go in for a kill.

Hibernation Sliver -

Harmonic Sliver -

Necrotic Sliver -

Sliver Hivelord -

Sliver Legion -

Sliver Overlord -

Sliver Queen - The original five colour creature. Here to make infinite tokens and take names. Using Mana Echoes we and a single trigger and we're there.

A narrow interaction is with our commander out and we cast Sliver Queen we can cast Enlightened Tutor in response to the cascade trigger and put the Mana Echoes on top of our library ready to be cast.

Another way we can put Sliver Queen to work is with Basal Sliver . Combined with Lavabelly Sliver . Just make a token have it deal 1 then sacrifice it for use the mana to make another token and machine gun everyone.

Something similar but with a few more hoops to jump through. Sliver Queen + Basal Sliver then add Screeching Sliver and a haste enabler to mill everyone. You maybe wondering if we have infinite hasty sliver why bother milling? Why not just attack? This setup is used to get around pillow forts. Ensnaring Bridge , Dueling Grounds , Propaganda and their fellows will no longer be a problem.

I'm going to break Sliver Queen into her own tab because there are just too many ways to use and abuse her

Morophon, the Boundless -

Mox Tantalite - A way for us to hit the breaks when we're Cascading on a one mana Sliver and getting a bit of ramp. Ironically, the worst place for this card is in our opening hand. We'd like to keep this one in our deck.

Sol Ring - Does this really need an explanation...it goes in every Commander deck.

Fellwar Stone - Will become an Arcane Signet when it becomes available.

Chromatic Lantern -

Coalition Relic -

Herald's Horn - Let's see we're a tribal deck. We want to play to the board. Our creatures can have their costs reduced. We've got a perfect fit.

Descendants' Path - Taking a free roll at putting a Sliver into play alone would be worth it. Note that this card has the magic word "CAST" in it so if we do reveal one of our Slivers when The First Sliver is in play that's a cascade and we'll get two card, or more cards, before we've even drawn. We can also play our Gravepurge (or one of its siblings) or a Mirage tutor to get the ball rolling.

Intruder Alarm - At the very lowest level this card can act like pseudo-vigilance, but there's so much more we can be doing. Throw in The First Sliver and one of our mana slivers, Gemhide Sliver or Manaweft Sliver , and we can start playing out our entire deck. With the extra mana we can start activating Sliver Queen , Sliver Overlord or even Necrotic Sliver repeatedly. Or with Screeching Sliver we can tap our team over-and-over-again and go for decking out our opponents.

Rhystic Study -

Mana Echoes - The best/easiest use is to combine with Sliver Queen and create infinite Slivers and infinite mana. We can also generate a lot of mana and pump it into Sliver Overlord search up more Slivers and keep going. It can also just be used to generate colourless mana to extend our plays. Free mana is never a bad thing.

Mirari's Wake -

2x Forest

2x Island

2x Mountain

2x Plains

1 x Swamp -

Unclaimed Territory -

Blood Crypt , Breeding Pool , Godless Shrine , Hallowed Fountain , Overgrown Tomb , Sacred Foundry , Steam Vents & Stomping Ground - Shocklands. They're great. Play them.

Cascading Cataracts & Crystal Quarry - Sometimes we have trouble getting all five colours together. These help us cast our commander and five-colour sliver lords on turn six and above when our greedy mana base decides to punish us.

Cavern of Souls - We're a tribal deck and making sure we keep a steady supply of critters coming out of our hand and staying on the battlefield is crucial to winning. This land fixes our mana perfectly and stops our opponents from countering our slivers, or at least once a turn.

City of Brass & Mana Confluence - Pain lands aren't ideal but they're a concession we need to make. Remember greatness at any cost. Also, when Urborg, Tomb of Yawgmoth is in play Mana Confluence taps for or without damaging us. Furthermore they both completely turn on Reflecting Pool .

Command Tower - The standard for Commander. No reason not to include it.

Evolving Wilds & Terramorphic Expanse - since we're playing more basics than the average WUBRG deck these budget options make sense. These help us snipe a missing colour and help to insulate us from Blood Moon & Back to Basics .

Exotic Orchard - Path of Ancestry - Lousy five colour lands that come into play tapped are. Now we have a great five colour land that comes into play tapped. Whenever we cast a creature with mana from this land we'll scry which can help our cascades Worst case scenario, we'll just scry like normal for normal scry value.

Gemstone Caverns -

Holdout Settlement - Great replacement for Gateway Plaza ! It doesn't come into play tapped and it doesn't cost us (removing the corner case of getting a hand with both Rupture Spire & Gateway Plaza ). We'll almost always have a creature to turn into mana. This can be used with creatures without haste which just came into play.

Reflecting Pool -

Sliver Hive -

Urborg, Tomb of Yawgmoth - Pairs perfectly with Sedge Sliver allowing each of our lands to regenerate our Slivers.

Enlightened Tutor - The Mirage tutors are here to help us out in the early game and control the top of our library once The First Sliver is in play.

Pyroblast & Red Elemental Blast - These are personal pet cards. They usually end up in my five-colour decks and are here to counter counterspells, trust me nobody ever sees them coming. Veil of Summer may seem like a better option. Again, we're working our cards as if they could come off the top of our deck at anytime and we may completely lose out with Veil of Summer . It's a little bit of bad feels when Pyroblast & Red Elemental Blast get turned up after casting a high cost Sliver. Though there's a good chance there's a blue permanent in play, ie Rhystic Study , that can be destroyed.

Vampiric Tutor - Low cost tutors are so nice to cascade into at the bottom of our curve. This one can set our next turn or depending on the situation determine what we cascade into. This probably the best tutor we can cascade into.

Worldly Tutor - Much of what was said about Vampiric Tutor can be said here, but just for creatures.

Footbottom Feast , Forever Young (not an instant but it goes with the other 2) & Gravepurge - With a little bit of forethought and planning these can help us recover after a board wipe. Even if we cascade into one of them at worst its a cantrip otherwise we can recover what's been lost earlier in the game.

Congregation at Dawn - For a long time this was seen as the poor man's Worldly Tutor , if it was even remembered at all. If it were played it would be just to grab a single creature. We're abuse the hell out of it creating something of a one turn super-duper Fires of Invention . At the end of turn, or beginning of our upkeep, we can stack what should become a three-for-one casting with The First Sliver . Usually its some combination of a high CMC sliver, an evasion sliver and a haste sliver. Anything afterwards is a huge bonus.

Demonic Tutor - Pretty standard go and search something up. No reason not to include it.

Triumph of the Hordes - Kind of an alternative win card. If there's someone whose gaining an insurmountable amount of life all we'll need is 10 poison.

Bring to Light - For we can CAST any of our five colour lords and get some cascading going on, which is pretty straight forward with our deck. Or we can CAST any other creature, instant or sorcery that costs five or less.

With Ikoria's release we're getting a brand new mechanic to play with. Looking at what we got there are really only two potential choices for Sliver Tribal. Obosh, the Preypiercer and Jegantha, the Wellspring . Obosh, the Preypiercer would require a new decklist which goes beyond this page.

The other, Jegantha, the Wellspring , may seem like it could easily be slotted in. If an extra starting card, playing in a slower friendlier meta and the deck building restraint isn't too much it wouldn't hurt to use it. In general Jegantha, the Wellspring isn't worth playing in our deck.

1) This card's types, elemental and elk, don't synergize with our slivers.

2) it doesn't do anything when it comes into play. All we have to look forward to is a very nervous round before we could actually use it. A turn in which it'd have a huge target on it.

3) We'd be losing cards which help setup and control the top of our library, such as Pulmonic Sliver and Congregation at Dawn . We'd also be losing card advantage from Kindred Discovery . And we'd be losing a win button in Triumph of the Hordes . To be fair Telekinetic Sliver would also have to go but there are a lot of decent replacements.

Crystalline Sliver & Ward Sliver - These were of a bit of a holdover from the card:Sliver Sliver Overlord deck. With these in play it would prevent us from gaining control of our opponents creatures. I haven't missed them to date and Sliver Overlord will continue to be in the deck.

*Please note that this deck has something of a budget land base. By that I mean there are no duals and no traditional fetches. I'm not planning on adding them at any point in the near future.

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Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

41 - 0 Rares

21 - 0 Uncommons

25 - 0 Commons

Cards 100
Avg. CMC 2.94
Tokens Sliver 1/1 C
Folders Sliver Decks
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