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Maybeboard

Creature (2)

Artifact (2)


After checking out some other decklists and seeing how other people were playing Slivers, I decided to give it a try.

This deck has been through one FNM, with a 4-1 for the night.

It appeared that Slivers Aggro was not possible with the higher mana cost of some of the more key players, such as Manaweft Sliver, Blur Sliver, Megantic Sliver. This deck plays more towards midrange, with early game dedicated to setting up the ramping that will get the closers like Battle Sliver and Megantic Sliver that really make your creatures able to punch through with Bonescythe Sliver.

Manaweft Sliver has proven to be the most important Sliver in this deck. Dropping it on turn 2 can set you up for a Blur Sliver on 3, gives the mana to drop another 2cmc Sliver (Predatory/Sentinel), and granted you hit all your land drops, you'll have 6 mana available on turn 4. This leads me to wonder if Aurelia, the Warleader can be a good play here. An overloaded Mizzium Mortars is also possible here. It leads to some big plays.

I don't use Door of Destinies as I'm not entirely sure how well it would help me. I drop the majority of the creatures before turn 4, and by that time the shenanigans are underway. I like Gruul War Chant as a 4-drop enchantment that immediately affects the board, and helping you swing your double-strikers past whatever creatures your opponent has managed to get on his board by then.

Cards like Unflinching Courage main and Fog sideboard help stall the first few turns when you need to keep your Manaweft Sliver alive. The lifegain from Unflinching can get really out of hand, and can combo with Giant's Growth as well as Bonescythe's double-strike for huge life swings (not to mention Domri's fight ability). Selesnya Charm can give a bit more damage, remove big threats (like Wurm Tokens), and can spit out a 2/2 flash blocker that a lot of people don't see coming. These cards can buy you a turn or two until you get the mana to drop something big. Maybe Unflinching needs to go in the sideboard.

I'm not sure if with the non-creature spells I'm running, Descendants' Path is worth it. It whiffs a few times, but has on occasion pulled out a Megantic or Bonescythe for game. I'd like another Domri instead, as he is just phenominal.

Yes, the mana-base is incomplete. Those guildgates would really like to be shocks, but alas this is what I have to work with. The Shimmering Grotto is surprisingly not in the way and has helped to filter mana. I acquired two Mutavault before the FNM tournament began, so I was able to try them out. They are very useful in this deck, especially to hold back as blockers.

After going 4-1 last week at FNM, I can say that it is definitely a viable build, but still needs a lot of tuning. It was able to race an aggressive Selesnya Tokens deck (Unflinching Courage was a big help here), as well as stomp an Izzet Blitz deck. It did have trouble with mono-black control (going 0-2 for that match), and after a Mutilate it was tough to regain control of the board. I needed Selesnya Charm to deal with Desecration Demon. This leads me to think of trying the Ranger's Guile in the sideboard, as well as Silence to play on opponent's turn 4 to keep board wipes like Mutilate and Supreme Verdict at bay.

Any suggestions and feedback are welcome, as this is a work in progress. I've been really impressed with how this is running, and would like to know of other people's experience with similar builds.

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Problems include drawing too much land, or not enough creatures in opening hand. Not sure if I should cut land and add more creatures. I encourage anyone interested to playtest this and let me know how it runs for them.

Comments

Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

23 - 3 Rares

13 - 5 Uncommons

21 - 7 Commons

Cards 60
Avg. CMC 2.66
Tokens Emblem Domri Rade, Knight 2/2 W w/ Vigilance
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