(This is the old version, which I'm leaving as is. I've got a new, pseudo-standard version coming meant to be casually played against decks in Khans of Tarkir Standard. A link will go here when it's ready.)
(And here's that link.)
(If you're not interested in this story thing I wrote for whatever reason, there's actual deck info below it.)
Slivers are incredible beasts. Many species across the planes possess a singularity of thought or consciousness, something commonly called a hive mind, and this race is no different in that regard, but slivers are the only creatures I've encountered that share a singularity of essence. They transmit their physical and magical abilities between one another like mana flowing through the earth. It's an incredible display of symbiosis and sythesis, the collective strength of the hive embodied in each and every one of them.
I see potential beyond potential in them.
Their greatest weakness in battle is that every time one is slain, the other members of its battle pack suffer the loss of whatever advantage the dead sliver provided. If, however, a planeswalker skilled in healing, defensive and summoning magic were to take a hive of slivers for their familiars, the combination would be...effective. Which is to say, devestating.
I believe I can bring them to heed my words. Domination by force isn't the answer. The solution instead lies, I believe, in the manaweft slivers. These hive members, and those sharing their ability, can literally weft mana, that is, weave it into forms useful to the hive's magic. While they do so, they bond themselves to the location they draw the mana from. If I can bond with that same place, I can imprint my magic on the mana they draw up. If this is done long enough, they should become so marked by my power that instructions from me will be treated as instructions from the collective. If this proves true, I'll gain an army that never tires, complains, disagrees, deserts or revolts, never needs to recruit, and doesn't ask to be paid. They're omnivorous, with emphasis on omni, so feeding them won't be a problem, and they reproduce constantly.
No army of sapients, beasts, undead or constructs could possibly be more desirable than the slivers.
If I succeed in becoming their monarch, I'll need to perform a test of their combat efficacy. There's a certain anemomancer on my home plane who's bastion would benefit greatly from a visit by a few battle packs of slivers. Besides, I'd always meant to have...words...with him about what he very nearly did to my family, my closest childhood friend...and what he succeeded in doing to everyone else I knew, and my city.
Yes, I definitely need to have words with him...
XxXxX
The goal of this deck is to ramp into megantic sliver and break your opponent's face. Let's break that down:
Ranger's Guile: Counters any targeted removal. Always leave one mana open to cast it, unless doing that will mess you over. Sometimes it can also be used as a combat trick.
Gods Willing
: Counters targeted removal, makes a powerful combat trick, and throws in scry one, a mint, and a back massage. Very cool. Save a mana for it, same as above.
Ready / Willing
: Ready is basically just anti-board-wipe in a can. You can't get anything done leaving three mana open, so don't do it unless you've got mana coming out your ears or you're expecting that board wipe to come down. Willing plus first strike turns a battle into a slaughter.
Legion Loyalist
: Most goblins would be nervous hanging out with all these slivers. The legion loyalist kind of wonders about that, but he's not worried about it. He's too busy being INSANELY HOT-BLOODED ALL THE TIME. He only knows one combat strategy: charge. His battle cry is so manly it even boils the blood of a pack of cold, hive-minded slivers. Mass trample ends games, folks. Bypassing populate, Progenitor Mimic, Giant Adephage, Master of Waves and Assemble the Legion is a nice bonus.
Striking Sliver: Four striking slivers plus three bonescythe slivers equals permanent mass first strike. This is extremely important, because you can't afford to lose slivers very often, if ever. Mass first strike basically stops your opponents from attacking on the ground (unless they've got first strike). This guy buys you tons of time.
Predatory Sliver: This guy explains himself. A predatory sliver and a striking sliver can hold a small army of aggro creatures at bay without help.
Manaweft Sliver: Manaweft is the deck's engine. He's how we're going to get megantic on the field with only twenty-two lands. Keep him alive at all costs until you've summoned big green. Then he's semi-disposable.
Hive Stirrings: With manaweft on the field, hive stirrings adds two mana to your field with one card. Enough said.
Bonescythe Sliver
: He's my featured card just for the cool factor. Defense-wise, he's a backup striking that lets your slivers (suicidally) take down creatures twice their size. Offence-wise, how would you like to more than double your damage on field? A lot? Thought so. Oh, he also levels the playing field against Archetype of Courage. That jerk removes first strike, not double strike. Bonescythe tells him to shove it.
Megantic Sliver
: The big one. Your opponent either does something about it or dies to it.
Homework time, class. If you had one of each of the six named slivers above, plus the two hive slivers from hive stirrings, and they all hit an opponent who was at twenty life, how deep into the negatives would they punch him?