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Visualizzazione della revisione 67. There is a more recent version of this deck.
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 your goal: outlast your opponents while evolving your army until the game's climax.
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.
If you are lacking on slivers that can protect your army, some protection can be provided by cards like Countersquall, Counterspell, Dispel, Dovin's Veto, Swan Song and Negate.
Teferi's Protection can really save us from some infinite combo damage, big swipe, mass exile, a mass -X/-X, a Cyclonic Rift and so on.
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.
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, Anguished Unmaking, Beast Within, 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 Living Death 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.
Chromatic Lantern is pretty damn good here, since we're playing a WUBRG deck: also other mana rocks like Arcane Signet and Fellwar Stone can help us with ramp/mana fixing.
A huge ramp can come from Gemhide Sliver and Manaweft Sliver, which can transforms our babies into mana dorks.
Farseek and Nature's Lore can tutor for shock lands, which is pretty good, Carpet of Flowers can help you ramp on early turns.
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