Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
This is the fourth variation of my Slivers. The decklist says 5-colored, but it is really 4. Black is very minor; this is primarily green with red/blue support. I expect heat for having some "outdated" slivers, though i find some of them beyond useful. I do enjoy some of the new slivers, though others I am disappointed with their very creation. Seriously, some are just pointless. Also, I am aware Aluren is a big controversial move for this deck, but I don't mind. Combo'd with Glimpse of Nature, it's quite nice for card-drop. Or, Glimpse with Animar. Either Way. This deck is primarily sliver beatdown, being heavy on pro-combat effects like haste, first strike, deathtouch, flying, lifelink, etc. I didn't add Shifting Sliver for a good reason. Sorry ladies. Sidedeck: This is an idea I'm playing with. Adding Quest for Renewal allows for untap after using slivers to tap for mana, where adding a Vigilance-effect sliver would not. Further, adding Quick Sliver would allow slivers to be played on an opponent's turn, either before combat for more blockers, or after combat to restock before the turn. Since creature-play is the main enabler for this deck, I'm considering these two for addition. Comment on this would be appreciated.
Getting a Sliver Hive opening hand is very helpful, but having at least one forest and another land is a big deal for this deck, as well as a Manaweft Sliver. If you don't get Sliver Hive or Manaweft, you can mulligan, or choose to stay. I'd recommend one mulligan if not, but stay with the second hand; hopefully, it will play out. As a swarm deck, you don't want to start this fight without ammo. Moving from there, you want to get a Manaweft (or Heart) turn 2 if possible. If you played Galerider or Striking on turn one, the good news is you can now play a 3rd creature for your second turn. Start turn three with a minimum 4, if not 5 or 6 mana, as well as throwing out Heart (or Manaweft ASAP) to ensure maximum ramp/creature play. From here, just barrage your opponent. I would not risk Manaweft if it can be helped until you have a second one, and perhaps not Heart in the early game, but the others can be expended upon your opponent's creatures to ensure they don't build up power. Using Sliver Hive's third ability to buy an extra sliver token is a valuable source of cannon-fodder, for reducing the likelihood of losing a named sliver and its ability. Laying into their lifepoints with the rest of your attackers is, of course, the ultimate goal. With boosters like Predatory, Muscle, and even Megantic, as well as Legion's hefty boost and Magma's potentially devastating boost, A SINGLE SLIVER CAN MESS SOMEBODY UP. THIS IS AN AGGRO-DECK. HERE IS A HAMMER, AND A DIPLOMA FROM CRAZY-GO-NUTS UNIVERSITY.
This deck has been viewed 696 times.
This is the comment area, wherein there are no comments.
Permalink