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Sliver tribal deck.
Slivers are THE BEST tribe that WotC has ever made in the whole magic history. They are (mostly) small creatures, that create synergies between each other.
The main slivers peculiarity is their ability, since they all start with "Slivers you control have ..." or "All slivers have ...", which means that having 3 or 4 slivers on the battlefield, will result into 3 or 4 creatures with 3 or 4 abilities each!
So, as you can understand, things can evolve really quickly when you start dropping those little Zerg-like creatues on the battlefield, forcing your opponents to deal with them as soon as possible.
Yes, of course, slivers bring a lot of hate to their owner, so prepare to be the first target in your pod! With this deck we're going to see how to deal with this hate in order to reach our goal: outlast your opponents while evolving your army until the game's climax.
I know that many of you are probably thinking "tribal and cEDH are not compatible", and somehow I can agree with you, since there are 5 colors commander that are better then Sliver Overlord. But my goal is to have a tribal deck as much competitive as possible, with cards that I own. Competitive is not only a matter of cards, it's a state of mind: you play because you want to win.
Sliver Overlord is the only serious choice here.
Why? Your commander can tutor for other slivers. Instantly, without tapping him.
Training Ground is a huge help here, because with the original ability cost of {3} you can now tutor for 3 slivers. or just ramp a little and play your commander at turn 5, using its ability in the same turn: pretty badass uh?
And of course he can also steal other slivers to other players. They don't have slivers? False.
Amoeboid Changeling can turn them into slivers as well, so you can steal them. Oh, almost forgetting... You can also tutor for it, since it's also a sliver.
Like every tribal deck, one of your weak points are board wipes and single target removals: let's see how we can deal with those.
Sliver Hivelord + Crystalline Sliver is one of our key here, since the first provide indestructible and the second shroud. With those on our field, our weakness will be sac and mass exile.
Hibernation Sliver is very important for us, since he allow us to bounce back our slivers without using mana. In response to a mass sac or mass exile, we can use its ability in order to save some of our key pieces.
One of the best way, and probably the easiest way, in order to protect not only your army, but your gameplan aswell, is to interact with other players: "The Brood Superiority" package provides a bunch of counters and spot removals that can help you winning your game or prevent you from losing it.
For example, some protection can be provided by cards like Delay, Flusterstorm, Drown in the Loch, Dispel, Dovin's Veto, Swan Song, Miscast and Negate.
We're also running a bunch of spot removals, in order to avoid some of our opponents combo or just by keeping away some cards that could make us impossible to play our plans.
Those are Abrupt Decay, Nature's Claim, Cyclonic Rift, Swords to Plowshares and our friend Necrotic Sliver, which can transform all of our babies into super cute kamikazes.
Don't be afraid to use Toxic Deluge if needed, if you have some reanimation spell like Patriarch's Bidding or Underworld Breach in your hand.
If someone on your pod is on a wild ramp because of green dorks, you can always rely on Blast Zone, and sac it in order to kill all 1 CMC mana dorks and Sol Rings.
Also, when you're going to combo out, Silence and Veil of Summer can really do the work for you!
We're using some tutor here, since our commander might be not enough: Vampiric Tutor, Enlightened Tutor, Worldly Tutor, Eladamri's Call, Demonic Tutor and our friend Homing Sliver, which, if played, can transform all of our slivers in our hand into sliver-tutors as well.
Most of the times you will use Homing Sliver on the spot, but don't forget that our main tutor is right there, on the command zone.
Arcane Signet and Fellwar Stone are our most mana expensive rocks, but help us anyway. There are other 0 CMC rocks like Chrome Mox, Mana Crypt and even Lotus Petal, which can really help us play our commander before turn 5.
A huge ramp can come from Gemhide Sliver and Manaweft Sliver, which can transforms our babies into mana dorks.
Utopia Sprawl and Wild Growth are also a pretty fast ramp, Carpet of Flowers can ramp us when we've got an opponent playing islands so check your opponents before keeping it on an opening hand.
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