Sideboard


Do you like playing 1/1s for two mana? If yes, I have the tribe for you: Slivers.



Slivers are paupular in the pauper-verse because people like tribes, synergy, and aggressive gameplay. Typically, pauper slivers are green and white, as these are the colors that have lords printed at common: Sinew Sliver, Predatory Sliver, and Muscle Sliver. Therefore, a green and white pauper deck benefits from a streamlined two color mana-base, powerful lords, and lots of other decent slivers to make your whole team just a little bit better. Other all-stars of the GW base are: Sentinel Sliver (give all your attackers vigilance so you can be aggressive on your turn and defensive on your opponents), Sidewinder Sliver (make your opponents blocks miserable), and Virulent Sliver (make not blocking not an option for your opponent). This is what a typical slivers deck starts with.

And here's why I wanted to change that...

First of all, poison counters and infect, a common win condition in the GW slivers deck, is a dumb mechanic. It was a mistake to have printed it and I value my friends too much to play those cards. If you don't like your friends or fair gameplay Virulent Sliver is a good card.

Secondly, I like interesting things and I like to brew. The GW base is very vanilla, bland, and apart from Sidewinder Sliver a lot of the other creatures just aren't that great. Sure, it's nice to have a +0/+1 buff, or to give your team first strike, but its kind of meh. Just playing a creature every turn and trying to get my opponent to ten poison counters wasn't my idea of fun. I wanted an aggressive deck that could come out of nowhere, drop my whole hand on the battlefield in a single turn. This is what I came up with.



So what do all these creatures do?
Obviously you have the lords:
4x Predatory Sliver
4x Muscle Sliver
4x Sinew Sliver
4x Gemhide Sliver- All your creatures can tap for any color of mana. This means mana fixing and ramping. This card is what turns this deck on fast. To really break it, however, you need...
3x Heart Sliver- This guy may be worth a fourth slot. Giving all your creatures haste means you can active their tap abilities the turn you play them. With Gemhide Sliver on the battlefield it means you can play a whole bunch of creatures that act as untapped/multicolor lands.
4x Sentinel Sliver in this deck not only means aggressive on your turn and defensive on your opponents, but it also means that you can leave up tap abilities after attacking to activate at instant speed. This guy is really great with both Gemhide Sliver and...
4x Crypt Sliver- Tired of your guys dying in combat or getting hit by Doomblade? Regenerate it. With vigilance they can save themselves in combat!

As for spells: 2x Mutagenic Growth gets in a bit of extra surprise damage for zero mana. A relic of the poison counter lists, but I believe it is still good enough to warrant a spot. It can put your creatures out of Lightning Bolt range at times and save them in combat. I consider this a flex spot though.
2x Lightning Bolt- you play red. Why wouldn't you play this? Kills Delver of Secrets   end of explanation.
2x Journey to Nowhere- unconditional removal. Hits Gurmag Angler and other annoyances.
4x Lead the Stampede- the most important card in the deck. As I said before, I am not interested in playing one creature a turn. What I am interested in is having a Gemhide Sliver and Heart Sliver onto the battlefield and casting Lead the Stampede to fill my hand with creatures to immediately put into play. It's nice. This is the best topdeck and the only topdeck.

Unfortunately, the pauper mana-base is not known for effectively incorporating many colors into a streamlined and consistent deck. I have tried to maximize the effectiveness of this mana-base and recognize that I may suffer at times due to my greed of wanting so many colors. I am okay with this. Limit to six tapped lands- 4x Blossoming Sands as green and white are my main colors, and one of each of the Gx tapped lands with my splash colors. Ash Barrens is great (and in need of a reprint) as turn 1 and 3 are typically low-key turns and turn 4 is my big turn. If I can cycle a Barrens on one of those off-turns the rest of the game should be golden.

Ideal hand: Blossoming Sands, Plains, Mountain, Gemhide Sliver, Heart Sliver, Predatory Sliver, Lead the Stampede
Turn 1: Blossoming Sands
Turn 2: Draw a sliver, Mountain, Heart Sliver
Turn 3: Draw a sliver, Plains, Gemhide Sliver, Predatory Sliver, another sliver
Turn 4: Draw a land, land, Lead the Stampede, play all...
...Profit.

Thanks for reading my description and looking at my list. If you have any comments, questions, or suggestions, feel free to leave them below!


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Revision 3 See all

(6 years ago)

-2 Ancient Grudge side
+1 Celestial Flare side
+2 Fragmentize side
+1 Heart Sliver main
-1 Jungle Hollow main
+1 Painted Bluffs main
-1 Rugged Highlands main
-1 Spinneret Sliver side
Date added 6 years
Last updated 6 years
Splash colors BR
Legality

This deck is Pauper legal.

Cards 60
Avg. CMC 2.00
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