2 years of Sliver developmentI've been working on refining this deck for around 2 years now, and I'm finally ready to get some feedback on it!
FIRSTLY:What might first
jump out is that I have 60 completely unique cards, I did this as a personal challenge
and because I have 40 cards set aside which (when combined with this) turns this deck into a commander deck.
LANDS:The next thing is that there are no basic lands. Yes, there are a few basic cards which can instantly screw me over (see
Price of Progress,
Back to Basics, and
Blood Moon), but the risk more than worth the benefit. I have 5 Tap Lands in the hopes to get them out within the first few turns, 4
Shock Lands in case I get a bad draw, and then 5 Refuges and 3 Bounce Lands (when combined can offset the
Shock Land). Lastly, any Sliver deck without a
Mutavault,
Sliver Hive, or
Cavern of Souls is just silly.
INSTANTS:The first one I'll talk about is
Manamorphose. This is one of my new favorite cards, if I'm manascrewed it can help fix it, and it effectively drops my deck size down to 59 (or 58?).
Eladamri's Call and
Congregation at Dawn are obvious just to try and get the perfect draws I need.
Disenchant and
Counterspell should also be obvious.
SORCERIES:Green Sun's Zenith lets me play any of my "Green" cards for cost + 1. Not drawing the Manaweft? Want the Overlord/Queen/Hivelord? Done.
Exhume is just a cheap way to get my annoying guys back. Yes it also lets them do it, but it'll most likely be in their graveyard because it died trying to stop me from killing them. I don't mind. Unless its Eldrazi. Eff that.
ENCHANTMENTS:Defense of the Heart! Woohoo! By the time I have 4 mana out, my opponent will most likely already have 3 or more creatures out. Hello free Overlord and (Hivelord/Crystalline/Manaweft).
Training grounds is the upgrade to the classic
Heartstone, and yes, this deck has the infinite combo.
Engineered Plague can be taken out, but in the off-chance I'm playing a theme deck (which typically are the best at beating Slivers), it can really screw them over.
Descendants Path works like a charm with
Mutavault and makes me feel happy thinking about getting it out.
ARTIFACTS:The
Aether Vial should be obvious for playing slivers on my opponents turn. I'd probably just leave it at 2 counters unless something REALLY awesome came along. The
Door of Destinies is a little expensive, but it's pretty much another
Sliver Legion that kill spells won't work on.
CREATURES:The obvious ones are : Crystalline (shroud), Galerider (flying), Heart (haste), Horned (trample), Manaweft (mana), Steelform (health), Predatory (+1), Sinew (+1), Might (+2), Megantic (+3),
Sentinel (
vigilance), Shifting (unblockable), Hivelord (indestructable), Legion (hahaha), Overlord (search), and Queen, Striking (first strike), Syphon (
lifelink), and
Venom (deathtouch).
I have doubles of the important ones, even though the effects don't stack : Winged, Blur, Gemhide.
The un-obvious ones : Quilled (death plink when
Venom is out), Basal (infinite combo), Darkheart (emergency lifegain - if
training grounds / queen is out, chump block and sac to gain life), Diffusion (In case I don't get the Crystalline out and have already used my
Counterspell / want to save it), and Frenetic is a great way to have fun gambling to save my guys in case of a random
Lightning Bolt.