Glory of the Hive

by dynathy on 14 July 2013

Main Deck (60 cards)

Sideboard (15 cards)

Enchantments (3)


Land (3)

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Deck Description

The Goal:
Abuse Manaweft sliver, get her pumping out the enchantments

The Means:
Sliver like enchantments,

The Fix:
X cost spells, and burn
Side in for some simic stuff

How to Play

This deck is all about strength over time. Sliver's will help each other out, but the enchantments don't care what your creatures are, they'll buff them too. That gives this deck some heavy potential for some diversity.

Rather than overload on some great slivers, I stuck with some lower cost ones. Buffing vigilant mana dorks is a sound strategy, combo off with savage summoning to flash in a creature at the end of their turn? Mana never goes to waist!

To pilot this deck, you are looking for gleam of battle almost immediately. It can drop as early as turn three, but it's likely you wont see it until later. Collective Blessing is also an amazing enchantment, it's magnetic sliver for everyone and doesn't get hit by a murder.

Hive strings helps for some quick chumps that'll stick around to be champs.

Otherwise, it's pretty straight forward. Like all sliver decks, commit to the board and keep off of the draw. Wildguess will help with extra lands and copies of enchantments that you don't really need to double up on.

Deck Tags

  • M14
  • Sliver
  • Welcome to the Hive
  • Black gets no love
  • Enchants

Deck at a Glance

Social Stats

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This deck has been viewed 978 times.

Mana Curve

Mana Symbol Occurrence

16601716

Card Legality

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

Deck discussion for Glory of the Hive

I never liked tribal decks, and I like to diversify my cards and my play style. Slivers have potential, but seeing as they are often seen in groups, and don't tend to work well with others, it is really hard to construct a functional sliver/something else deck. Frankly, they are dangerous, but it takes a lot of commitment to a full out tempo assault deck and leaves you open for removal or direct damage.

I tried to play around common removal spells by using enchantments. I don't really need trample if it takes two guys to block them, and I don't really need magnetic sliver if I have collective blessing.

0
Posted 14 July 2013 at 17:13

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