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Update 1

1x Plains -> 1x Island
Predatory Sliver -> Sliver Gravemother
Blade Sliver -> Sidewinder Sliver

Deck Sections

  • Combative Slivers - Slivers that primarily affect how you handle Combat. This means buffing Attacking/Defending and/or have effects that change the decision processes during the Combat Phase of the game in general. The main bulk of the sliver army will be comprised here with some slivers being "redundant".

  • Defensive Slivers - Slivers that protect your board state or from you losing the game. These slivers help to keep your board alive or discourages removal against your board.

  • Removal Slivers - Slivers that directly hamper your opponents. These slivers will be able to target players/permanents without needing to directly attack them either.

  • Auxiliary Slivers - Slivers that augment your slivers and help your game in ways outside of combat, and serves as a catch-all otherwise. These slivers will have activated/passive abilities that modify your slivers for future turns or change up your strategy away from directly attacking your opponents through combat.

  • Clones - These are meant to get extra copies of your 1-of slivers onto the battlefield.

  • Spells - Catch-all section that includes board wipes, targeted removal, card draw, or spells that "fix" the board state/help your hand.

  • Ramp - Spells that primarily focus on land-based ramp. There is a few artifact-based ramp spells too.

  • Lands - The deck primarily features green mana fixing due to being WUBRG and our mana ramp being primarily green spells. Every land serves to colour fix for your slivers, and there are no utility lands in this deck.


General Notes/Strengths/Weaknesses

Slivers as an archetype is a pretty linear game plan: Ramp, Protect Your Board, and Amass an Army. This lends itself to that very weakness that comes from linear strategies/styles.

Your main forms of winning is through combat, primarily pumping up your slivers into high enough threats and using evasion some form of evasion to get through combat damage or beating face through blockers.

Due to slivers being literally a kindred/tribal based archetype, board wipes (in particular exile based ones) are a huge liability against this deck, and note that Sliver Hivelord is still susceptible to non-destruction based removal.

Card draw is not particularly strong either in a purely kindred/tribal deck, but will depend on amassing a large enough board or finding the right slivers. Either way to refill your hand, you will likely need a board state that will make you a threat. So get used to being targeted or having interaction being thrown your way readily to stop your progression outright.

There is a large portion of this deck dedicated as a ramp package and is designed to help fix out your mana base. While we are working in 5C the mana base is primarily green to compensate and fix colours. As is, this deck is heavily leaning on ramping your deck out and focusing entirely on sliver creatures, with minimal removal or interaction. The non-creature spells are primarily there to help your gameplan.

Note, as is, the curve for this deck was designed to cap out at 5CMC! This is both a benefit and a crutch. Our ramp package is meant to colour fix to ensure we stay on-curve, however, due to everything capping at 5CMC you may feel you aren't ramping into much.

If you find you want to augment this decklist elsewhere, the cards provided in The Maybeboard can help adjust the list away from pure aggro, and give flexibility where the deck might be lacking depending the table present . A good number of the anthem/stat/ability-buffing based slivers are present for redundancy and are good options if you are inclined to switch to more unique effects that some slivers can provide. For example there are no reanimation effects in this deck list, cloning is not a large priority either, and there is very minimal removal overall.

Note the deck features only Sliver Hivelord as a WUBRG card, but the Mayeboard includes other 5-colour Slivers you can choose to include (even as non-commanders) if you want variety in that way.

One potential "weakness" of this deck is the play pattern of the commander. If you find that Sliver Hivelord promotes a play pattern that you're not enjoying (both for your own game plan or conversely how your opponents react to your deck) you can always swap out this commander for a different WUBRG choice. This will affect the general playability/play-style in approaching the main body of the deck, but this can offer up less stale approaches that your commander can have when leading your deck.


Particular Cards to Note:

Combative Slivers

Essence Sliver - This sliver provides a pseudo-form of lifelink. Note the life gain is a triggered ability and that this can stack with multiple instances! These triggers will also occur after damage has been dealt.

First Sliver's Chosen - Exalted allows you to attack in individually but leave back blockers, and so this sliver will change up your attack pattern, but works best with some form of evasion. This works especially well if you have indestructible blockers!

Thorncaster Sliver - One of the few slivers that can directly target any permanent or player, but does so only with attacks!

Spiteful Sliver - Do not underestimate the damage the instances of this ability can do! This ability works even outside of attacking or blocking creatures taking damage! If you get additional copies of this sliver on the battlefield, each copy will provide a separate instance of the ability. This can quickly rack up damage, as if your slivers take damage from any source this will re-trigger the ability, especially if your slivers are indestructible...

Defensive Slivers
Crystalline Sliver - Shroud does not affect clones entering as slivers. This is due to clones never having to target. Be careful as this ability will cut off any targeting against all slivers, even self-synergistic ones of your own.

Hibernation Sliver - Be careful activating this sliver's ability, as once it is off the battlefield all other slivers will lose the bounce ability. However as it is an activated ability (at the cost of life), you can always hold priority and respond to the activation before it resolves.

Removal Slivers
Dementia Sliver - This sliver both lets you get information (Politics!) and lets you pre-emptively remove threats from opponents hands. However you cannot hold up this activation, so be warned!
Lavabelly Sliver - One of the few ways in this deck to directly ping planeswalkers or players. Note this cannot target creatures (or battles.)
Harmonic Sliver - The ability must target any available artifact/enchantment on the battlefield. If available, you can always target an indestructible artifact (Skyclave Relic) to prevent this, but the ability will always have to trigger against something.
Necrotic Sliver - At the cost of your own slivers, this sliver can help you deal with any threat on board, and serves as targeted removal in the deck.
Psionic Sliver - Slivers will blow up their own brains if you don't have Sliver Hivelord out. Consider pairing this with Spiteful Sliver for some added fun!

Auxiliary Slivers
Dormant Sliver - While this sliver will instantly shutdown your attacking capabilities, it helps to turn all your slivers into cantrips. Your slivers being defenders is not inherently a bad thing if paired with the right synergistic slivers. Any self-sacrifice sliver can unlock your slivers from their dormancy once they are ready, so be careful when dropping this sliver if you don't want to lock yourself out of attacking!

Homing Sliver - This sliver is your primary tutor and serves as a silver (hah) bullet if you ever need a particular sliver to solve your problems. The more "redundant" combative slivers can be used if you feel skeptical about what to discard when tutoring.

Ward Sliver - This sliver is in this section primarily due to Protection being both be a combative and defensive ability. The choice of colour is dependent on the table present and hence this sliver is "auxiliary". Remember DEBT, and that Protection will also affect your own spells/abilities.

Clones
The clones included in this section allow you to do double dip in their effectiveness. Phyrexian Metamorph (Artifacts+Creatures) and Clever Impersonator (Non-land) can clone things that are not your own, and See Double can be used as an instant speed trick that targets however.
Any clone effect that circumvents legendary names/rules will allow you to clone any other legendary Sliver. In the Maybeboard this would include Double Major.

Spells
Harsh Mercy - Note: This is the only "board wipe" in the deck. This card has the risk that it will not fully wipe the board away. It works well in a tribal deck of one creature type, but usually it will not empty the board.
Prismatic Omen - This card entirely serves to mana fix your lands, but this does not ramp you in any way.
Return of the Wildspeaker - Assuming you can keep Sliver Hivelord out, this guarantees a 5 draw to refill your hand. If you can amass a wide enough army, this can also kill off a player.
Swords to Plowshares - This is your only targeted removal spell in the deck.

Ramp
Cultivate and Rampant Growth are the only ramp spells here that are forced to grab basic lands, for the other spells prioritize the non-basic lands (especially Murmuring Bosk) that will fill in your colours.
Pir's Whim can also serve as a political tool and as a non-targeting artifact/enchanment removal. Note: It can also grab any land.
Note: Skyshroud Claim puts Forests into play untapped unless specified otherwise.

Lands
The mana base is built to be budget. There is a number of basics, but the mana base is centered on Green/Forests.
All of the BFZ "battle" lands are included, and will require the basic land density.
Of the checklands, only the ones that check for Forests are included.
There is the DMU taplands with land types, however only the Forests are included.
Any of these non-basic forests can be tutored for with most of the ramp package and can help the checklands come in un-tapped.
Krosan Verge can fix for Forests and Plains and enters tapped alongside the DMU taplands, so consider grabbing non-basic types to fill out your colours.
Murmuring Bosk can fix for 3 colours, and is a Forest, and notably will always come into play tapped in this deck.


The Maybeboard

These cards are to be swapped in/out for fun/flavour/availability, and you can adjust your deck to more align to the angles you want.
As is, the Maybeboard in paper only includes 25 cards to act as adjustment pieces. Below includes some brief notes about the cards within the Maybeboard and the why for some cards not being included in paper.

Alternate Commanders
These are really the only potentially affordable Legendary Slivers to include other than Sliver Hivelord

  • Sliver Gravemother - A commander that works well for getting your slivers to give one more punch out of the graveyard and has synergy with clones if you want to include other legendary creatures (like the ones below).
  • Sliver Legion - Not Included Due to Pricing. If this card is available, this creates a very dangerous sliver army. Note: It will cause mayhem if another sliver deck is present.
  • The First Sliver - Not Included Due to Pricing. This deck list currently has a tiny number of 1-drops for any 2-drop or higher cascading, however there are no 0-drop. All other shenanigans with cascading still apply to the mana curve and deck list (Ex: removal or ramp spells present).

Combative Slivers

  • Battle Sliver - This 5-drop sliver is a "redundant" copy of Cleaving Sliver. Note: this only affects your own slivers, and is also of the M14 sliver style... Bleh!
  • Battering Sliver - The current decklist has no way to give your slivers trample as is. Note this sliver is a 6-drop.
  • Bonesplitter Sliver - This 4-drop sliver is a "redundant" copy of Cleaving Sliver. Note: this affects all slivers.
  • Hunter Sliver - Not Included Due to Availability. This sliver gives an old keyword ability that allows "targeted removal" against pesky blockers, provided the block is legal. Keep this in mind if you have Flying or some of the auxiliary effects.
  • Megantic Sliver - Your slivers get massive with this one out. Note this sliver is a 6-drop.
  • Might Sliver - A 5-drop sliver that acts as an anthem on board, good to shift your deck into a more aggressive shell. Note: This affects all slivers.
  • Sidewinder Sliver - Add this sliver if you want to make combat math more tricky! It's also a 1-drop.
  • Shadow Sliver - All your slivers gain Shadow! This makes them very unblockable, but also, you won't be able to block normal creatures!
    -Winged Sliver - This 2-drop sliver is a "redundant" copy of Galerider Sliver. Note: this affects all slivers.

Defensive Slivers

Removal Slivers

  • Acidic Sliver - Not Included Due to Availability. A sac-outlet option that can ping down things directly!
  • Constricting Sliver - If you can ensure your slivers stay on the battlefield, each new one will be a Journey To Nowhere. Note this sliver is a 6-drop.
  • Mindlash Sliver - Keep in mind, that the ability causes each player to discard, and this can allow you to become hellbent very quickly.

Auxiliary Slivers

  • Bladeback Sliver - If you find yourself going hellbent often enough, this sliver can help eek out damage during board stalls or top decking.
  • Dregscape Sliver - Unearth is a light form of graveyard recursion, that can give one final push for a sliver.
  • Hollowhead Sliver - Gives your slivers the ability to Rummage. Good to fix your draws, particularly if you have some reanimation for later.
  • Lazotep Sliver - Gives a light form of defense against sliver removal, and a life drain on being blocked. Auxiliary as it has both combative and defensive purposes.
  • Mnemonic Sliver - Card draw at the cost of your own slivers can help you in a pinch.
  • Regal Sliver - Introduces the monarch into the game, and lets you re-acquire the monarch with each subsequent sliver.
  • Sedge Sliver - Gives your slivers both an anthem affect and a regenerate clause provided you have a swamp on the battlefield. Auxiliary due to both combative and defensive uses.
  • Taunting Sliver - Goad your opponents! Plays into politics and forces combat against them!

Clones

  • Double Major - This is a clone affect that has to be casted on the stack and only affects your own spells.

Spells

  • Blasphemous Act - A mass board wipe that deals a lot of damage. Originally not included in board wipe options.
  • Chain Reaction - A board wipe that scales with the given boardstate. Originally not included in board wipe options.
  • Depopulate - Not Included Due to Availability. This would be a cantrip/one-sided wipe most of the time if you can have Sliver Hivelord out.
  • Kindred Dominance - Not Included Due to Availability/Pricing. A 7CMC (usually one sided) board wipe. Quite good in kindred/typal decks.
  • Patriarch's Bidding - Mass reanimation for everyone. Use with caution!
  • Shamanic Revelation - Assuming your Sliver Hivelord/board can stay intact, this can be a very good way to refill your hand some nice lifegain too!

Lands

  • Sliver Hive - Not Included Due to Pricing. A land built for slivers!
  • Cavern of Souls - Not Included Due to Pricing. Great to stop those pesky counterspells.

Suggestions for the Maybeboard
The main strengths of 5C is that you get all the benefits that any of the individual mono/multicolour pay-offs would want, however this deck is meant to be primarily slivers (And thus, creatures). Slivers work better with a density of... Slivers. The current list only runs one 5C Sliver (as the commander), but you can facilitate the other legends into the deck (over time).

This deck is very light on removal and interactions as is. Depending on who you are against, having an indestructible board threat in the command zone (And Slivers in general) might turn a lot of heat against you.

Consider adding more wraths/destruction board-wipes or dipping your deck's toes into 5C/Multi-colour strengths that can be facilitated with an indestructible commander.
For example: Spiteful Sliver + Sliver Hivelord + Blasphemous Act/Chain Reaction works really well to throw hurt around a lot.

The other main concern of this deck is it's primarily creatures. This really can be reduced down. More interaction can save your deck more than any one individual sliver a lot of the time, and more card draw to smooth/re-fill your hand is a bit lacking in this deck.

The manabase is budget, as is the ramp package. These can be adjusted and improved over time (Triomes/Shocklands/Fetch lands etc...).

Some test games will be necessary to see any iterations necessary.

Maybeboard

This deck appears to be legal in EDH / Commander.

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