Sliver Synergy

by jaoush on 20 September 2010

Main Deck (60 cards)

Sideboard (6 cards)

Creatures (4)

Artifacts (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This deck is designed to get Slivers out quickly and pump them up quickly for combat. There are several copies of the really important low cost Slivers in order to insure I draw them. Other, more situational Slivers, only have two copies.

This deck is a work in progress so please let me know what you think :)

Deck Tags

  • Creature-Based

Deck at a Glance

Social Stats

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This deck has been viewed 2,493 times.

Mana Curve

Mana Symbol Occurrence

91221012

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Sliver Synergy

ncespio88 has deleted this comment.

Posted 21 September 2010 at 00:27

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I do like a lot of the cards here. I had a question though, does Crystalline Sliver's ability stop slivers from being affected by other sliver abilities? Also I think you should take out either Muscle or Sinew Sliver and add a little more variety in basic land. For nonbasic, I prefer reflecting pool and rupture spire to city of brass and gemstone mine. Of course that is just my opinion.

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Posted 21 September 2010 at 00:31

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Yes Crystalline Sliver does stop slivers from being affected by other sliver abilities. Therefore cards like Magma Sliver will not work. It's a nice card to have so the Slivers can't get picked off but I agree with you that it does have its disadvantages.

Regarding Muscle and Sinew Slivers I was thinking about removing a couple but I'm not entirely sure what to replace them with with. I need to keep the mana curve down so I'm limited in my options.

Regarding Lands I might use Rupture Spire but Reflecting Pool kinda defeats the purpose of having 5 colored land. Most of my Slivers only require one colored mana to cast.

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Posted 21 September 2010 at 15:09

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Heya. You definitely want to play 4 crystalline slivers. It's just one of the best slivers in the game. Muscle + sinew counts are fine. BTW I think the question of the first poster was aimed at all sliver abilities. Only the Target abilities won't work, the rest of them do since they do not Target. Target abilities are not necessary in a sliver deck per se.

Your mana is a bit off. You have aether vile, gemhides, gemstone, and city. As in my deck, that is more than enough to always be able to play all you slivers. You should not need swamps, mountains not plains. It will probably even slow you down. 4x homing sliver could work but I'm not sure it's necessary. Good luck with the build :)

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Posted 21 September 2010 at 17:27

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Thanks for the advice :) I was actually thinking that between having 4 Homing Slivers and 3 Crystaline Slivers I wouldn't have a problem getting Crystaline out fairly early. Plus there are the 2 Ward Slivers that could give me totall protection from whatever color I choose. I'm not sure I need another Crystaline. Especailly since, once I get one out, the others are useless to me.

Thanks for the advice about the lands. I'll ditch the plains and swamps. I think I'll still keep a couple Mountains though to use for Homing Slivers.

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Posted 21 September 2010 at 21:07

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Okay, you need three things in this deck: draw spells, counter spells and removal spells. Keep in mind that Slivers are powerful when they are all together, but they're small at first. You will want to be able to stop Tarmogoyf early on without chump blocking. I played Shifting Sliver as well, but I found that he was unnecessary if you play the deck like it was control.

Coat of Arms is unnecessary when you have Legion. The Coat will also help people who are running Fairies and Merfolk, which you don't want.

I like Homing Sliver, but he costs too much mana to activate and you have to discard something. If you want to search out stuff, Overlord is better. Not only do you get a 7/7, you can also search stuff on the same turn it comes into play because it's not a tap ability.

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Posted 24 September 2010 at 10:20

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I have draw spells but yea maybe I should put some counter spells in there. Shifting Sliver is kinda one of my primary ways of doing damage though so I think I need to keep it in the deck. Coat of Arms I kinda use as a back up to Sliver Legion (that is easier to get out) and obviously I wouldn't play with it if I was playing a swarm deck. I might put in a Sliver Overlord but he's kinda expensive so I might keep 2 of the Homing Slivers.

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Posted 25 September 2010 at 12:59

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