I've made huge changes to this deck since the original post. I really think after about 4 years of trying to make a sliver deck that works in EDH, I've finally done it. Other cards I'm thinking about and want to try and find room for are Vampiric Tutor (I need one), Bant Charm, Oblation, Survival of the Fittest (need one), and maybe a more extensive black tutor package.
The deck typically starts the game with a few of the green land search/ramp spells or the color producing artifacts for the first 3-4 turns. At that point the goal is to assemble a combo and the mana for it as soon as possible.
Acidic Sliver and Cautery Sliver allow the deck to have a win condition without needing to attack and Quick Sliver can speed up the combos by allowing me to pseudo double my mana by playing combo pieces at EOT.
I'm sure just about everyone would love a Mana Drain, but I do think you're playing the wrong general if you want so many counterspells in one deck. You clearly would lose in the counter war because you don't have enough blue sources and you will be too busy playing slivers.
Agreed. I would just focus on land disruption and playing stuff that help me recur my slivers that hit the graveyard. Always remember - if you cast a creature, you can't counter. If you wanna counter, you can't cast a creature or anything else. You could say that Seedborn Muse would help you out in that area, but what are the chances of getting it every game? Are you gonna rely on your tutors every game just to get seedborn muse?
One of my main goals playing this deck was to try and get the Flash sliver online ASAP so I can either counter or play a sliver at the end of your turn.
I don't think I would need to win a counter war, I just need to protect myself from sweepers unless I have something like Patriarch's Bidding.
What kind of land disruption do you mean? Obviously Armageddon would be suicide.
It might slow your opponents down, especially if you do manage to get Gemhide online - almost no tempo loss on your end. This is just a suggestion though. Dredge would work with another card - Genesis. This is one way of getting it into your 'yard, and with the other slivers that you dredge in, you can pick which sliver you want back.
If you need more card draw, toss in Dark Confidant, since Sliver decks have a low(er) curve for EDH, and he's great CA early on, plus a good beater in the early turns.
You know, for my own version of the deck, I found that I only need a select few counters and some other cards to play through mass removal. That leaves much more space for combos.
This is about it. Keep in mind that it isn't every game the opponent gets his mass sweep. If they get their Damnation every game, it will be time for a deck check. LoL.
I'd think Training Grounds is a must run since you're playing the overlord as the general. The black tutors will help you get more consistency in your deck. I don't think you need that many removals in your deck, solely because you will be focusing on slivers. By running the other cards, you're weakening the sliver theme considerably in my opinion.
If you want card draw, Phyrexian Arena. DC's too painful if you top deck a Akroma's Vengeance or any 6cc or more card. Heck, even revealing a 4-5cc sliver to DC would take 10% outta your life.
This is about it. Keep in mind that it isn't every game the opponent gets his mass sweep. If they get their Damnation every game, it will be time for a deck check. LoL.
I strongly disagree. Most every deck is running some suite of sweepers.
I like the green find a forest card because they serve to fix my colors and help make sure I hit my land drops. Harsh Mercy is nice too, I'll have to pick one up.
I have completely revamped this deck (from an inconsistent aggro deck to a medium speed combo deck), please take a minute and let me know what you think.
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The deck typically starts the game with a few of the green land search/ramp spells or the color producing artifacts for the first 3-4 turns. At that point the goal is to assemble a combo and the mana for it as soon as possible.
The OTK combos are:
Sliver Queen + Gemhide Sliver + Heart Sliver/Firewake Sliver + Basal Sliver + 2 mana/another unneeded sliver = infinite slivers and colored mana/play the whole deck (get Sliver Overlord then Dormant Sliver and draw as much as you like while you get mana)
Sliver Queen + Heart Sliver/Firewake Sliver + Mana Echoes = infinite colorless mana and slivers
Acidic Sliver and Cautery Sliver allow the deck to have a win condition without needing to attack and Quick Sliver can speed up the combos by allowing me to pseudo double my mana by playing combo pieces at EOT.
Austere Command and Planar Cleansing serve as reset buttons if the game is getting out of control.
1 Sliver Overlord
Slivers 16 and 1 honorary
1 Cautery Sliver
1 Acidic Sliver
1 Crystalline Sliver
1 Hibernation Sliver
1 Heart Sliver
1 Gemhide Sliver
1 Quick Sliver
1 Firewake Sliver
1 Harmonic Sliver
1 Homing Sliver
1 Basal Sliver
1 Necrotic Sliver
1 Root Sliver
1 Dormant Sliver
1 Ward Sliver
1 Sliver Queen
1 Mirror Entity
Other Creatures 4
1 Eternal Witness
1 Genesis
1 Dauntless Escort
1 Academy Rector
Artifacts 4
1 Sensei's Divining Top
1 Coldsteel Heart
1 Darksteel Ingot
1 Coalition Relic
Enchantments 12
1 Mirari's Wake
1 Mana Reflection
1 Wild Pair
1 Phyrexian Arena
1 Sylvan Library
1 Phyrexian Reclamation
1 Debtor's Knell
1 Aluren
1 Mana Echoes
1 Future Sight
1 Sterling Grove
1 Aura Shards
1 Nature's Lore
1 Gaea's Bounty
1 Skyshroud Claim
1 Hunting Wilds
1 Shard Convergence
1 Demonic Tutor
1 Idyllic Tutor
1 Wargate
1 Tooth and Nail
1 Maelstrom Pulse
1 Vindicate
1 Living Death
1 Patriarch's Bidding
1 Twilight's Call
1 Austere Command
1 Planar Cleansing
Instants 8
1 Mystical Tutor
1 Enlightened Tutor
1 Worldly Tutor
1 Eladamri's Call
1 Chord of Calling
1 Condemn
1 Spin into Myth
1 Ghostway
Planeswalkers 1
1 Garruk Wildspeaker
Lands 37
1 Volrath's Stronghold
1 Krosan Verge
1 Plains
1 Island
1 Swamp
1 Mountain
1 Forest
1 Tundra
1 Scrubland
1 Underground Sea
1 Volcanic Island
1 Badlands
1 Bayou
1 Taiga
1 Plateau
1 Savannah
1 Tropical Island
1 Hallowed Fountain
1 Godless Shrine
1 Watery Grave
1 Steam Vents
1 Blood Crypt
1 Overgrown Tomb
1 Stomping Ground
1 Sacred Foundry
1 Temple Garden
1 Breeding Pool
1 Flooded Strand
1 Marsh Flats
1 Polluted Delta
1 Scalding Tarn
1 Bloodstained Mire
1 Verdant Catacombs
1 Wooded Foothills
1 Arid Mesa
1 Windswept Heath
1 Misty Rainforest
I am always open to suggestions to improve this deck.
Iwamori says "Just Bring It!"
Edric's Spiesssssssss (Snake Tribal) GU
Sliver Overlord (Slivers Galore!!) WUBRG
Ruhan of the Fomori RWU
Seton, Krosan ProtectorG
Intet, The Dreamer (Hive Mind + Scrambleverse anyone?) URG
Karona, False God the Goddess of Tribal - Samurai, P3K Horsemen, 5c MyrsWUBRG
Garza's Family UBR
Sygg, River Guide and his merry merrowmen UB
Sharuum, the Hedgemon Sphinx Tribal
I don't think I would need to win a counter war, I just need to protect myself from sweepers unless I have something like Patriarch's Bidding.
What kind of land disruption do you mean? Obviously Armageddon would be suicide.
Wasteland
Dust Bowl
+
Life from the Loam
Crucible of Worlds
It might slow your opponents down, especially if you do manage to get Gemhide online - almost no tempo loss on your end. This is just a suggestion though. Dredge would work with another card - Genesis. This is one way of getting it into your 'yard, and with the other slivers that you dredge in, you can pick which sliver you want back.
Iwamori says "Just Bring It!"
Edric's Spiesssssssss (Snake Tribal) GU
Sliver Overlord (Slivers Galore!!) WUBRG
Ruhan of the Fomori RWU
Seton, Krosan ProtectorG
Intet, The Dreamer (Hive Mind + Scrambleverse anyone?) URG
Karona, False God the Goddess of Tribal - Samurai, P3K Horsemen, 5c MyrsWUBRG
Garza's Family UBR
Sygg, River Guide and his merry merrowmen UB
Sharuum, the Hedgemon Sphinx Tribal
Also Aether Vial is always a solid turn 1 play.
If you need more card draw, toss in Dark Confidant, since Sliver decks have a low(er) curve for EDH, and he's great CA early on, plus a good beater in the early turns.
I totally forgot to put my vial in. I think it will get Training Grounds spot.
Some anti-wrath cards:
Patriarch's Bidding
Countersquall
Counterspell
Remand
Genisis
This is about it. Keep in mind that it isn't every game the opponent gets his mass sweep. If they get their Damnation every game, it will be time for a deck check. LoL.
I'd think Training Grounds is a must run since you're playing the overlord as the general. The black tutors will help you get more consistency in your deck. I don't think you need that many removals in your deck, solely because you will be focusing on slivers. By running the other cards, you're weakening the sliver theme considerably in my opinion.
Cards that I feel that should be out:
Akroma's Vengeance
Planar Cleansing
Nature's Lore
Sylvan Scrying
Farseek
Cards I think that should be in:
Intruder Alarm
Global Ruin
Harsh Mercy
If you want card draw, Phyrexian Arena. DC's too painful if you top deck a Akroma's Vengeance or any 6cc or more card. Heck, even revealing a 4-5cc sliver to DC would take 10% outta your life.
Iwamori says "Just Bring It!"
Edric's Spiesssssssss (Snake Tribal) GU
Sliver Overlord (Slivers Galore!!) WUBRG
Ruhan of the Fomori RWU
Seton, Krosan ProtectorG
Intet, The Dreamer (Hive Mind + Scrambleverse anyone?) URG
Karona, False God the Goddess of Tribal - Samurai, P3K Horsemen, 5c MyrsWUBRG
Garza's Family UBR
Sygg, River Guide and his merry merrowmen UB
Sharuum, the Hedgemon Sphinx Tribal
I strongly disagree. Most every deck is running some suite of sweepers.
I like the green find a forest card because they serve to fix my colors and help make sure I hit my land drops. Harsh Mercy is nice too, I'll have to pick one up.