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Slivers... what more can I say.

When I started this deck it had a lot of enchantments and artifacts for tribal interaction. I found that the weakest part of the deck were those cards, they were frequently the target of targeted removal to slow me down. I cycled through some artifact and enchantment protection stuff, I tried turning them into creatures, and then into slivers. Ultimately that meant removing slivers which helped the brood function. I slowly removed a lot of those cards in favor of a quicker more blitzy deck. I also found that since the ultimate goal is to get the commander out then just tutor like my life depends on it (because it does), I needed to have a very strong mana base, so in went more lands than seems sensible (40), including all 10 OG dual lands. The enchantments and artifacts that are left are mostly for early game ramp and stability. There are a few which help set off infinite combos, but typically those live in the protective custody of my hand, until I'm ready to go off.

All combos are centered around making as many sliver tokens as possible through Sliver Queen.

My favorite, since it's entirely sliver driven is Sliver Queen, Basal Sliver, then haste from either Heart Sliver or Cloudshredder Sliver, and tap for mana with either Manaweft Sliver or Gemhide Sliver. Once you've got the queen and haste, tap for mana and Basal sliver all you have to do is pay into the queen to get a token, tap that token for , then sac that token for , and use those two mana to make another token, netting you 1 mana of any color.
Then there's Intruder Alarm, all you need is Sliver Queen either Heart Sliver or Cloudshredder Sliver, and either Manaweft Sliver or Gemhide Sliver. Tap your slivers for manna, make a token, which sets off you alarm and untaps all your slivers. Tap more than you need, net mana, tap only what you need and build an army.
There's Mana Echos, same idea as Intruder Alarm, tap two mana to get a sliver token, as long as you have at least 1 other sliver than the queen, you'll make enough mana to send back into her for another token, keep sending that mana into her for more tokens until you feel you have a sufficient army, then beat face.
Then the least efficient, but still viable option is to reduce the mana cost for the queen with Heartstone, Training Grounds, or Biomancer's Familiar. By doing that as long as you're slivers have tap for mana, and haste, you can just make a little tike then tap it to make another until you feel you've done yourself right.
The beauty is if you have Quick Sliver you can put any sliver pieces of these on the board during someone else's turn, allowing you to untap during your turn and swing. Also do any of this with Lavabelly Sliver on the table, and it's games over.
There's also smaller interactions like Psionic Sliver which pings lets all your slivers ping a creature or player for 2 then they deal 3 damage to themselves. Not a big deal so long as you have Sliver Hivelord, but super useful if you have Spiteful Sliver, which turns that extra 3 damage they do to themselves around and lets you target an opponent or a planeswalker.

The maybe list is an assortment of cards which I've either cycled through this deck, or have thought about adding. My general sense is that they slow down the drive which is 'make army > blow up board or swing at face > game over'. The deck is very strong in casual play, but is not cEDH, mostly because it is so disreputable. Knock out the Sliver Overlord a couple times and it's nearly impossible to bound back, exile the Sliver Queen and you might as well fold. there isn't a lot of recursion, and there isn't card advantage through draw. It's a very focused, single minded deck, which can often get the commander out by turn 3, and without disruption end the game by turn 5 or 6.

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Casual

99% Competitive

Revision 7 See all

(4 years ago)

+1 Secluded Courtyard main