Chaos Slivers

by HydreigonMuppetMaster on 14 July 2013

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (3)


Instants (6)

Artifacts (3)


Enchantments (3)

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Deck Description

So still working on slivers because manaweft Sliver is absolutely broken. Now with Blur Slivers which can help me play more slivers by tapping them for mana as soon as they come out. Burning-tree Emissary can act to play my Blur Slivers more often and can play predatory sliver and manaweft sliver and then act as a 2/2 blocker/attacker.

This is kind of the same deck as I posted last time.

How to Play

Read above.

Deck Tags

  • Slivers
  • Standard
  • Creature-Based
  • Aggro

Deck at a Glance

Social Stats

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This deck has been viewed 1,066 times.

Mana Curve

Mana Symbol Occurrence

102001027

Card Legality

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

Deck discussion for Chaos Slivers

M14 saw the return of doom blade, but offered several other outs for going up against creatures. You will see a lot of removal, and even more board wipes against decks like yours. You'll need draw early on in the game, and sphinx's revelation is more of a late game card. Rather then just load up on sphinx's revelation, drop a few copies, save a bit of cash, and grab some cards that will help you do work.

I like plasm capture, but you'll need a lower end counter too. Plasm capture is a one or two of, seeing as the trade off between other cards you could use makes a huge difference.

With every creature you put down, you'll be helping the rest already on the battlefield. Once you get racing with an opponent, you'll see the deck continue to play out more in your favor, but I'd like to see some outs, and ways to spend the mana from the slivers. Spot some 'x' costs, bring in some control, introduce some very powerful cards to play. Just decking out with all slivers is pretty awesome, you get consistency with your creature choice, but they don't give you very many options outside of the combat phase. Manaweft sliver tapping for mana any color is amazing. The fact that it's a sliver? Even better. Manaweft laughs in the face of axebane defender, and is definitely more playable.

If you look at some of the axebane defender decks that were made, they grab him, grab mana, and then drop game ending cards like entreat the angel or door to nothingness. You can do the same, only with slivers, and all the while, dropping very aggressive creatures.

1
Posted 14 July 2013 at 16:06

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As for draw power, I really couldn't find anything that could help my draw. I really want to keep this deck out of Innistrad block because that's going to outdate. so Think Twice shouldn't be an option, and even if it was, i'm not sure how 2 cards in a couple of turns could work out. I have been thinking of Azorius Charm because they can let me draw AND they're temporarly creature removal, but I have Simic colors out of my land around 96% of the time, and I could use manaweft, but that would mean less creatures to block with around aggro decks still being out there. BTW, are aggro decks going to die when Theros comes out? It seems possible.

Plasm Capture gives me mana and can counter. I can see why you want 1 or 2 in this deck, but really, 4 works. I have enough simic land that lets me play plasm capture on turn 3 (because of manaweft) and that is a pretty nice move early game. I'll have to think about it.

Besides Plasm Capture, what are your control ideas for this deck exactly? Supreme Verdict can destroy creatures but it'll destroy mine. Dissipate / Cancel? I feel it's too basic and maybe there's a better option. Indestructibility? Doesn't seem right.

So Axebane Guardian is apperently some sort of deck i' seeing often. Recently, I've seen a deck called "Death by Defenders" and now I see you talking about this. Is this something new and improved?


Well I do thank you for the amazing comment! :D

1
Posted 14 July 2013 at 20:48

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As far as draw goes, your best option is probably wild guess, and the sphinx's you mentioned. After seeing this deck I put together a sliver deck that sort of embodied what I was talking about. You pretty much hit the nail on the head with what you said already. Take a quick look.

http://www.mtgvault.com/dynathy/decks/glory-of-the-hive/

Now time for the questions.

Is aggro going out in m14 and theros? Hard to say, but if you ask me, with out a doubt I'd say it is. I thought it died in dragon's maze, if you'd ask me. In all evidence, it should have. Yet with dragon's maze, we saw an entirely new beast, Selesnya Aggro; most of which, is entirely a block build. I was actually sad how many 'bad' cards were actually released in Dragon's Maze. By bad cards, I mean cards that didn't make a difference in the standard tournament setting. What Dragon's Maze essentially did, was give modern and casual decks a very powerful boost. Players that have been around awhile are already raging at the new top quality commanders for EDH that were released in this set.

Yet you can wave farewell to the nasty Naya blitz considering most of their deck will cycle into the modern and extended formats and die out.

So what prevents other aggro decks from coming back? IN a core set? Not much... usually.

M14 debuted one nasty red two drop, that will definitely have an influence on the way we construct decks. Of course I am talking about Young Pyromancer. If you take a good look at that card, it is obvious the synergies it has with just burn decks, and shoot, he can be a core focus to aggro decks as well. Yet stick this guy in grixis, izzet or rakdos, and you'll start to see very powerful mid-range/ control decks start to form. If you can drop a creature that'll stick around to block, as a side effect for casting your control spells, you'll build a small army in addition to controlling your opponent. Just that would be enough to stay off the bears of naya blitz, but let's add insult to injury. Shock. Simply because, R&D are just too scared to reprint lightning bolt. In black? We get doom blade.

This is normal, anytime a set is to aggro, R&D cuts it back a bit. Anytime it is too slow, R&D speeds it up. We won't see the aggro deck die, but you'll be given some much needed breathing room for staying off the annoying turn 5 kills. The control has some very nice options, and as the turns progress, you'll start to see cards that weren't practical for their cost, show up more and more as players being to look at the possibility of the mid-game.

What does that mean for us? Things get a whole lot more complicated, and we'll have to have more answers to spells then just the usual creature and burn. Enchant removal, artifact destruction, control?

It'll begin to look a lot more like magic, seeing as three color decks are harder to pull off with out buddy lands, and tribal one and two color decks will be more common.

Death by defenders isn't really new, and I am not sure why there is a lot of hype over it. Maybe it just came around at the right time. I used a deck a lot like that back in gatecrash, that worked an awful lot like hyper fog. I am not an aggro player, but I play in a very aggro setting, so my decks are usually aimed for quick stabilization and field advantage for overwhelming kills. It's fun to watch an aggro deck drown in mana while I swarm with things just to big for them to compete with.

1
Posted 15 July 2013 at 06:34

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