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Currently the #1 Sliver Overlord deck on deckstats.net!
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Sliver Overlord, The Godfather
"Enjoy slivers, embrace evolution."
> Theme
Sliver tribal deck.
> Introduction
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.> Commander
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.> Protecting your babies
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.
The lock:
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.
Bounce:
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.
Interactions:
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, Countersquall, Counterspell, Dispel, Dovin's Veto, Swan Song 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 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.
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.
Also, when you're going to combo out, Silence and Veil of Summer can really do the work for you!> Finding the right tool when needed
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.> Fixing our mana base and ramping
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.> How to be hated and win your games
- Sliver Legion + Galerider Sliver / Cloudshredder Sliver / Shifting Sliver + enough slivers for a big swipe
- Sliver Queen + Basal Sliver = infinite slivers ETB, if Training Grounds is on the field, it will also result into infinite slivers on the battlefield: could be pretty nice with Heart Sliver/Cloudshredder Sliver; if Lavabelly Sliver is out, there's no need to have an haste sliver, since this will end up consuming your enemies life totals
- Sliver Queen + Gemhide Sliver / Manaweft Sliver + Heart Sliver/Cloudshredder Sliver + Intruder Alarm = infinite 1/1 Sliver Token
- Sliver Queen + Mana Echoes + {2} Mana = infinite colorless mana and infinite 1/1 Sliver Token
- Being hated so much with your graveyard full of slivers + Living Death / Patriarch's Bidding = salty revenge
> Changelog
- 18/08/2020: Major update! I've been testing other decks and if we're talking about being competitive, we must chose what's best for our wincons and what is most efficent. Here you can find my changes: Supreme Verdict --> Dispel, Beast Within --> Nature's Claim, Anguished Unmaking --> Silence, Armageddon --> Veil of Summer, Chromatic Lantern --> Lotus Petal, Farseek --> Utopia Sprawl, Nature's Lore --> Wild Growth.
- 22/07/2020: Removed Herald's Horn, added Mana Crypt: finally this must have rock's price fell down so I bought it. Horn can be good, but not as good as Crypt in a cEDH meta.
- 20/06/2020: Removed Cascading Cataracts and Crystal Quarry: added 1 Mountain and Blast Zone: colorless mana is not that much on a five color deck, plus Blast Zone can destroy all little ramps that are on opponent battlefield on early turns.
- 19/06/2020: Removed Skyshroud Claim, added Carpet of Flowers: I want to try this out since I can drop it at turn 1 and start "ramping" earlier and a 4cmc ramp card seems too much for me right now.
- 12/06/2020: Removed 1 Forest, 1 Island and 1 Plains, added Marsh Flats, Verdant Catacombs and Mana Confluence: big mana base upgrade, so I finally have all 10 fetchlands!
- 01/06/2020: Removed Dispel, added Delay: finally I got this counter, way better and more versatile then Dispel.
- 22/05/2020: Removed Cryptolith Rite, added Mystic Remora, since Cryptolith Rite can be a dead card sometimes and its effect can be satisfied by Gemhide Sliver / Manaweft Sliver, which can be tutored with our commander and in many other ways, more efficiently then Cryptolith Rite; I prefer to have more card advantage or preventing people from playing non creature spell.
- 16/05/2020: Removed a Plains for an Arid Mesa, removed Coalition Relic for an Arcane Signet, removed Voidslime for Negate, removed Disallow for Dispel. Counters are meant for protecting us from threats, and we need the ones which cost less mana.
- 09/04/2020: Upgraded the manabase by a little, adding Scalding Tarn and Misty Rainforest instead of a Forest and an Island.
- 28/02/2020: Removed Bring to Light added Smothering Tithe: Bring to Light's cost is too high, and Smothering Tithe is still too good to not be included.
- 01/02/2020: Removed Arcane Denial, added Countersquall, since we use counters for protection and we don't want to give card advantage. Removed Smothering Tithe, added Teferi's Protection, since a friend of mine borrowed me one for long term! Thanks Gianma!
- 30/10/2019: Removed Grand Coliseum, added Mana Echoes. 35 lands might be enough, since the deck got some ramp, and that land was entering tapped.
- 24/10/2019: Removed Mystical Tutor, added Vampiric Tutor. Tutoring for any card is way better then tutoring for only instants and sorceries.
- 13/09/2019: Removed Darksteel Ingot, added Chrome Mox, since it's a faster mana accelerator.
- 12/09/2019: Removed Utter End, added Toxic Deluge, since I got this new staple and it's a powerful removal.
- 09/07/2019: Removed Paradox Engine due to its ban, Intruder Alarm is coming back home.
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