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Please feel free to comment with any suggestions, questions, ideas, or if you just want to discuss sliver strategies. Also please +1 this if you like it!

The lands I opted for in this deck help ensure slivers can always be cast, so you aren't stuck with the wrong color mana for the right creature at any given time. Unfortunately, these cards don't work too well for non-slivers spells, so the number of them is pretty slim. I've seen decks opt for a smaller, more refined number of slivers and include plenty of counter spells, but I decided not to pursue this route and not limit myself to the number/colors of my precious slivers.

A few fun combos/ good synergy:

  1. Harmonic Sliver + Liquimetal Coating allows you to destroy any target permanent, even lands.
  2. Sentinel Sliver + Manaweft Sliver lets you attack with your swarm, and then tap them afterwards to play something.
  3. Thorncaster Sliver + Venom Sliver turns the 1 point of damage lethal, for a pseudo board wipe.
  4. Venom Sliver + Striking Sliver first strike death touch. So your slivers do lethal damage before creatures can do any damage to you, killing them safely.
  5. Sliver Hive + Mutavault suffer from a bad case of the board wipe? Find yourself lacking in the creature department in the mid/late game? Well, activate mutavault, then pop out a sliver token thanks to the swarm's favorite land.

Lands:

  • Sliver Hive creates any colored mana for slivers. For anything else, it still produces colorless mana. Finally, it can also be used to generate sliver tokens. 6 mana for a 1/1 doesn't seem like much, but by mid game, when you already have a good sliver force out, start generating some tokens instead. You never know when colorless cards may come in handy. Not to mention, keeping a good number of slivers in your hand can help you recover from a board wipe or other nasty turn of events.
  • Cavern of Souls provides any color mana and uncountable. It also produces colorless mana for anything else (hint sliver hive).
  • Ancient Ziggurat any color mana for creatures. Unfortunately it doesn't work well with sliver hive's 3rd ability, and nor does it provide anything special like cavern does (a la uncounterable). But its a good color fix nonetheless.
  • Mana Confluence provides any color, but shocks 1 each time. No restrictions on use like the other lands, you know, except for the damage. I got a playset of these to prep my standard slivers for a tournament, so I'm naturally including them here to cut down on cost (hey, I'm not made of money, I've still gotta pay back student loans).

Slivers:

  • Galerider Sliver 1 drop that grants flying. Great for evasion, so your attacks strike where it hurts the most; you know, their life total.
  • Striking Sliver 1 drop that grants first strike.
  • Diffusion Sliver anything that targets slivers must pay 2 more mana. This effect stacks, so the more you have the harder it becomes to target your precious swarm. It might not be hexproof, but its close.
  • Manaweft Sliver helps fix and ramp mana.
  • Predatory Sliver straightforward sliver, gives +1/+1.
  • Leeching Sliver attacks causes the player to lose 1 life. Useful for a quick aggro, or if they have a lot of blockers, since you can still do damage.
  • Sentinel Sliver provides vigilance, so you can attack and still have blockers. Or, you can tap for mana/convoke after declaring attackers.
  • Venom Sliver grants deathtouch. With first/double strike it allows you to deal lethal damage before they can do any damage to you. With Thorncaster Sliver its a quick board wipe.
  • Two-Headed Sliver opponents need 2 or more creatures to block. Its nice to help reduce blockers, but with flying, its not the most important. I've set it in my maybeboard for now.
  • Blur Sliver gives all slivers haste. Essential for a quick, aggressive deck. Its nice to attack with newly summoned creatures, or with manaweft to tap for mana instantly.
  • Syphon Sliver provides lifelink. This deck can be a quick aggro, but its also capable of buffing up for a longer game. This guy helps ensure s comfortable midrange.
  • Harmonic Sliver excels against artifact decks. With Liquimetal Coating it can remove anything. But beware, its a mandatory effect, so if your enemy doesn't have any more artifacts, you'll have to face your own.
  • Thorncaster Sliver attacking causes 1 direct damage to creature or player. With Venom Sliver, it becomes an instant board wipe.
  • Sliver Legion gives each sliver +1/+1 for each other sliver on the field (Coat of Arms).
  • Sliver Hivelord grants all your slivers indestructible. Whats not to love? It doesn't make them invincible, but its pretty close.
Other stuff:
  • Aether Vial is another useful card, since most slivers are 2 or 3 drops. Set it to what you want, and let it do its thing.
  • Path to Exile its arguably the best removal spell in modern. The opponent probably runs it, which is one of the reasons to run basic lands.
  • Chord of Calling lets you search for any sliver based on its mana cost. With convoke you can cast it even sans manaweft out. At instant speed you can use it whenever, say, after attacking with Sentinel Sliver before combat damage is calculated.
  • Mizzium Mortars can easily be overloaded, dealing with a lot of pesky blockers.
  • Domri Rade is a useful 'walker for us. His +1 will always be useful. Chances are it will be a sliver, which may seriously help your tempo, and even if its not, you still get a heads up as to your next draw. His -2 can be useful for removing pesky creatures. And his ultimate is great, it provides double strike and trample (neither of which we have slivers for). It also includes hexproof (which we pseudo-have) and blur (which we can never have too much of).

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Date added 10 years
Last updated 9 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

12 - 0 Mythic Rares

11 - 0 Rares

17 - 8 Uncommons

15 - 0 Commons

Cards 60
Avg. CMC 2.15
Tokens Emblem Domri Rade, Sliver 1/1 C
Folders Modern, Tribal, BA, Slivers
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