Slivers in Commander/EDH

With slivers coming out in M14, it's really tempting to work on a dedicated sliver deck again. Unfortunately, now there are far too many slivers to include them all. In fact, if you cut all the stinkers from the list (I'm looking at you, Screeching Sliver), there are still far too many to include all of them in a normal deck. Commander is a different story, though. With a maximum of one each, we can get in all the good ones as well as cards that have synergy with a tribal creature rush strategy, and we may just have a winner.


Main Deck:
Acidic Sliver
Battering Sliver
Blade Sliver
Bonesplitter Sliver
Brass Herald
Brood Sliver
Chameleon Colossus
Clot Sliver
Crypt Sliver
Crystalline Sliver
Darkheart Sliver
Essence Sliver
Firewake Sliver
Frenetic Sliver
Fungus Sliver
Fury Sliver
Gemhide Sliver
Harmonic Sliver
Heart Sliver
Hibernation Sliver
Homing Sliver
Horned Sliver
Hunter Sliver
Lymph Sliver
Magma Sliver
Might Sliver
Mnemonic Sliver
Muscle Sliver
Necrotic Sliver
Opaline Sliver
Psionic Sliver
Pulmonic Sliver
Quick Sliver
Root Sliver
Sedge Sliver
Shifting Sliver
Sinew Sliver
Sliver Legion
Sliver Queen
Spinneret Sliver
Synchronous Sliver
Talon Sliver
Telekinetic Sliver
Toxin Sliver
Two-Headed Sliver
Vampiric Sliver
Victual Sliver
Virulent Sliver
Ward Sliver
Watcher Sliver
Winged Sliver

Ashnod's Altar
Living Death
Living End
Patriarch's Bidding
Riptide Replicator
Training Grounds

Ancient Ziggurat
Azorius Chancery
Barren Moor
Boros Garrison
Cavern of Souls
City of Brass
Command Tower
Dimir Aqueduct
Exotic Orchard
Forbidden Orchard
Forgotten Cave
Gemstone Mine
Golgari Rot Farm
Gruul Turf
Izzet Boilerworks
Lonely Sandbar
Orzhov Basilica
Rainbow Vale
Rakdos Carnarium
Reflecting Pool
Secluded Steppe
Selesnya Sanctuary
Simic Growth Chamber
Tranquil Thicket
Undiscovered Paradise
Vivid Crag
Vivid Creek
Vivid Grove
Vivid Marsh
Vivid Meadow

Sliver Overlord

Advantages: This kind of deck is a classic and can be crazy fun to play. It is a powerful strategy that quickly outclasses other creature decks, and boasts a couple of late game combos that have the potential to win the game immediately. The deck has the potential to be pretty disruptive as well, with Harmonic Sliver and Necrotic Sliver.

Disadvantages: Sweepers are pretty common in Commander, and they're tough for any creature deck to combat. Luckily, this deck has some built-in defenses (Pulmonic Sliver, for example) and several late-game sorceries that help bounce back (like Patriarch's Bidding). Also, the deck has very few ways to interact with combo decks.

Changes: Of the new slivers in M14 that have been spoiled so far, there are a few that stand out above all the others. Bonescythe Sliver is a pretty easy upgrade to Fury Sliver. Galerider Sliver is a straight upgrade to Winged Sliver, but you may want two slivers that grant flying. Syphon Sliver is strictly better than Essense Sliver, but it's another ability that you may want two of. Blur Sliver adds some haste redundancy, which is makes many of those "win out of nowhere" late game plays possible. Megantic Sliver makes your army huge. Manaweft Sliver helps the mana issues tremendously. This deck could use more than two "Slivers act like Birds of Paradise" enablers. Predatory Sliver, like the old muscle and sinew varieties, is solid and efficient. The others don't seem so amazing, but there are still a few cards that have yet to be spoiled. Perhaps M14 has a few more sweet surprises for sliver fans. Also, the land base I have here is a very low budget version. Wealthier players would probably want fetch lands and dual lands!
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