I understand you play paper, but shifts in the online meta are making this deck weaker and weaker by the month and since paper lags behind online play, the same phenomenon will probably emerge soon enough. I play a variant of this deck, with a similar strategic logic and land base. In general, the win-cons are the same and the nutty combos are all still there.
Right now, the problem you see online when you play this deck or most variants of slivers, is that it is too slow. Maybe it seems crazy, but people are slowly losing their fear of sliver EDH decks because, quite frankly, we're not a threat like we were a few months ago. EDH is often not a fun format for friends to play their favorite unplayed cards and reminisce about the old days. Online, EDH is often a format where competitive players go to play the most powerful and/or expensive cards and to win the game.
Right now, green ramp with things like Primeval (a stupidly overpowered card in EDH) are running circles around sliver decks. Mono-blue and mono-black or even black/blue expensive variants can also slow us down something terrible. The biggest problem is sliver decks usually have no reliable sweeps. While perhaps seemingly counterintuitive, a sweep can be a Sliver players best friend. You just recently added one sweep to your deck (the Nev Disk) but it doesn't seem like enough for online competitive play. Why? Because of the second problem. Everyone seems to be cluing in at the same time that speed wins game (Valakut Ramp Syndrome). Far less people are even bothering to run sweeps and are opting for fast or cheated Eldrazi, fliers, hasted generals, Titans, or just huge bombs in whatever color they wish to play. Thus, the sweeps we sometimes counted on from other people never come and we suffer further. Most of the decks here rely on a meager set of removal spells that may not ever come and focus on a single creature at a time.
I'm starting to wonder two things. First, I wonder if the entire formula of waiting patiently for Overlord, hoping he survives and then using him to draw up 2-3 turns worth of slivers, hoping they survive, is worth it. You start to think, "maybe I should just ramp out slivers another way. At this point as a deck designer you start to think harder and more excitedly about other card options than your slivers and you half-feel like "maybe I should have made another deck, since I seem to be just slowly doing that anyway." Second, I wonder if there is a better way to deal with the speed other decks have. Our speediest creatures are 2/2 or less most of the time and only after setting up our combos do the creatures get kind of nasty or really nasty. It feels like this is always 1,2 or 3 turns too slow for the growing meta.
I guess a few solutions might include adding more sweeps (Plague Wind is too expensive but other choices are there). Also, maybe emphasizing control more, Volition Reins type shenanigans, would be useful.
I still compete well in EDH matches, but I feel that every match is getting more stressful and out of my control. Pretty soon will these ramp or cheat decks simply dominate? Just some thoughts.
Thanks for posting shammypants, you covered so much ground in one post.
The speed of the deck is definitely starting to stress me out. One hand I come out of the gate strong and can drop Overlord with a Shifting Sliver in play and a Fury Sliver waiting to drop. Other hands, I feel like the cards in my deck are there to recover from bad hands and fix my draws.
The list I posted most recently is much more aggro and what I feel is closer to counter-sliver (sans counters). Muscle and Sinew are back along with the cheaper Winged Sliver.
I'm really all over the place right now. Having access to five colors pulls me in so many directions as far as what goes in the deck and how I play it.
Sweepers. Do Or Die is a card I noticed in my binder, that I believe, is the kind of "sweep" suited for this deck. It is cheap, one sided, and can really debilitate an opponent. Harsh Mercy also fills this role.
Perhaps counters and board wipes are more in line with the deck. As is more ramp, although, I find having too many lands can be frustrating.
Anyways, please post a deck list and if you would expound upon your play style with the deck. I know for me sometimes I wanna win through general damage or combo out with Queen if I can.
Edit: my land list is complete it now looks like this
cut some more slivers, the direction im taking the deck is more focused on controlling the board and getting through with an evasive, double striking overlord. combo is still possible with queen and mana echoes, but it takes more effort.
Also, to add you Trinket mage's targets, a Nihil Spellbomb or another graveyard hating trinket Crucible of Worlds is another no brainer to combine with your fetchlands. ( Unless its banned in your play-circle)
I've been taking my deck in a direction that focuses on keeping a path clear for Overlord to swing in for 21 damage. Before this I didn't have a defined objective for my deck and it was all over the place.
Since then it's been easier to cut useless slivers out. As well as slivers that are good, but are not being actively tutored or helping Overlord.
As far as my meta is concerned. The decks I play against most irl are Momir Vig no budget, Ezuri, Teneb, and Sharuum no budget.
Even with my deck being no budget, the Vig and Sharuum decks are cutthroat and have particularly influenced my deck design and goals.
I've been playing more one on one duels than multiplayer, using just the social banned list and starting at 40 life. I've been testing builds on MWS as well.
The deck works pretty good against all challenges, as it should having access to every color. Sometimes I just get flattened.
The land base is imo extremely fragile, even with 20 duals, 10 fetch, 5 rainbow. So, I took a page out of the 1v1 competitive Horde of Notions and added one of each colored cycling lands and a strip mine for security. Life from the Loam is back and has been a big help. Skyshroud Claim is replacing Shard Convergence as the one and only ramp spell. I find it better in all aspects and more useful in fixing your mana.
I'll post a more recent decklist after work. The deck is truly slivers, constantly evolving and adapting to the card and meta changes.
I genuinely feel like your deck is very meta-specific, which is fine, but not really useful for competitive play online or in a larger meta. At first I found myself drifting toward lots of tutors and what is essentially a single win-con, but people really hate slivers and your general will die regardless of what other cards you have in there to defend it. In your deck, if Overlord dies, you die or at least you can't win in most games, period.
Let me be more specific with regard to my last point. Online or in many EDH circles, a 1/1 sliver will be the target of creature removal even if you are stuck on 2 lands round 5. Over half the time someone will target that 1/1 sliver even if there is a primeval titan on the board or a general or basically anything. In a choice between Gemhide Sliver and a wizard that allows another player to draw cards, date a supermodel, win a million dollars, kill every other players families, burn down an orphange, steal from old ladies, set off a nuclear explosion, green-light a remake of the childhood classic "The Goonies" starring Justin Bieber and destroy every land you will ever be able to play again in magic for the rest of your life, people will choose the Gemhide Sliver. That's how much people hate out Slivers.
After a while I came to the conclusion that instead of a bunch of tutors and non-creatures, it was better to just draw useful cards the first time, or even a utility sliver, like Winged Sliver, Two-Headed Sliver (much better in EDH than given credit for) or Ward Sliver.
Here is my deck right now.. it can pretty easily and often does take on 2 decks at the same time, which is exactly what playing a Sliver deck means you will do. I win about 20% of the time and dictate both the pace of the game and the winner about 70% of the time.
Right now, online especially, you will face a lot of mono-black sacrifice decks (Xiahou Dun), or green ramp decks with just flat out bigger creatures and a number of other decks where you 1) run out of slivers, 2) run into a situation where your general costs 9-11 mana or 3) get overrun by small creatures unless you have something to get out quickly. Over half the games I play online have one of these decks in the match and I think all of them would be problematic for sliver-less variants of Sliver decks.
Here is my deck right now.. it can pretty easily and often does take on 2 decks at the same time, which is exactly what playing a Sliver deck means you will do. I win about 20% of the time and dictate both the pace of the game and the winner about 70% of the time.
this is why i have stopped playing multiplayer edh. i would win one out of five and help someone else win four out of five.
a 1v1 duel is more in my favor then the 3v1 multiplayer games.
I know. I've been meaning to post up a thread in 1v1. This thread has been the only that I know of to generate this much discussion on the Overlord archetype. That and the deck still can hold its own regardless of game type.
Two big changes I've made.
1. I have removed all cards that interact with Overlords second ability. It is cool to steal opponents creatures, I have just never found it worth the effort.
2. The Queen/Mana Echoes combo is made for a different deck entirely. It is so much simpler to just run Sliver Queen as your general and tutor up the Echoes.
Edit: A few posts back you suggested hull breach. Never mad to see that card. Thanks a lot.
As solid as your mana base is, you should really be running one of each basic. If a Blood Moon or Magus of the Moon hits, you probably lose with your current mana base. If you have one of each basic you at least have a prayer against those cards especially if you proactively fetch basics.
I don't really 100% see the goal of your current build. Is it still general damage with Overlord? It looks better than about every sliver build I've ever seen, but I don't think aggro is the way to go (I used to). If you're interested take a look at my build enchantment powered combo build.
The goal is still getting through with general damage. I think our lists are too different to find a common ground on a majority of card choices.
I have completely abandoned trying to combo out with queen/echoes/basal. In a duel it probably works better. In multiplayer, in my experience it has been a futile effort in trying to combo out.
I've also left out any cards that interact with sliver overlord's second ability. It is not a bad ability by any means. In most games i just don't give a damn about my opponents creatures.
I also haven't seen any Moon effects. Just targeted and mass land destruction.
Thanks for posting. Keep the discussion coming guys.
It looks like you are essentially trying to make a sliver voltron deck. You get out Fury Sliver to give Overlord double strike, and Winged Sliver, Crystalline Sliver, and Shifting Sliver to give him evasion, and then try to win through general damage. The method may be different from most voltron decks, but the goal is the same: make your general big and give him evasion so that you can kill people quickly without them being able to do anything to stop you.
With that in mind, I guess my two suggestions would be to (1) find reliable ways to make Overlord bigger so that he can kill people faster, and (2) find a way to get your slivers out more quickly (so that you can get Overlord the size and evasion he needs to start beating face more quickly).
Assuming you'll have both Shifting Sliver and Fury Sliver out before you swing with him, you really don't need to make Overlord that much bigger to kill someone in a single turn. All you need to do is raise his power by 4. As crazy as this sounds, and as worthless as they are in non-EDH decks, I would suggest putting in Spectral Sliver or Barbed Sliver, or both. Especially with Training Grounds in play, that would allow you to pump Overlord to 11 power pretty easily, allowing him to deal lethal damage in a single turn and making your deck that much faster. They also don't require targeting, meaning they'll synergize with Crystalline Sliver well, and they can be tutored for by Overlord, meaning you'll be able to get them reliably.
As for the second suggestion, try running Urza's Incubator. That would allow you to get all the slivers you're running out more quickly (except for Overlord and Crystalline Sliver), which might accelerate your win condition.
Thanks for posting Jetcape. You are definitely on to something here. Urza's Incubator is something I have overlooked in the past as not good enough. I'm going to find some space for it and report my results.
Spectral sliver seems to be the better of the two slivers you suggested. It essentially shades my slivers. it is also easier to cast the fury sliver. Spectral Sliver could possibly usurp Fury Sliver's position in the deck.
I'll get back to everyone with my results.
In the mean time, any ideas to streamline the deck outside of the sliver/creature base would be greatly appreciated.
I'll try to post up a list soon... let folks give some ideas...
Private Mod Note
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Currently Playing: Standard:
Nothing, the format Bores me! Legacy: RBurn (Made on the Cheap!)R RGBelcherRG WSoldier StompyW BReanimatorB EDH: BUGRWSliver OverlordWRGUB BGeth, Lord of the VaultB
depending on the slivers you are playing, crib swap can be the best or the worst removal in your deck. that's the only reason it hasn't come up.
overlord is all you need... Usually lol
Private Mod Note
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Rollback Post to RevisionRollBack
Currently Playing: Standard:
Nothing, the format Bores me! Legacy: RBurn (Made on the Cheap!)R RGBelcherRG WSoldier StompyW BReanimatorB EDH: BUGRWSliver OverlordWRGUB BGeth, Lord of the VaultB
Hey there Gref, I'm back to the fray for the time being... I've been testing the build on the first page on Cockatrice. It's proven very resilient, let me tell you
@Max: the deck was conceived as a multiplayer build.
Finally, decklist update! I'm very satisfied with the deck in the current shape. Be my guest and check it out in the first page
Credit where it's due: a lot of the ideas on irpotential's decklist were blatantly stolen I chose to run more mana sources and stuff that allows for continuous flash effects.
covenant of minds is something else i have in the deck. draw three or five for five. not too shabby.
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
to be blunt, this is a one card win con.
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
1 Sliver Overlord
Slivers
2 Sedge Sliver
3 Heart Sliver
4 Necrotic Sliver
5 Hibernation Sliver
6 Root Sliver
7 Gemhide Sliver
8 Sliver Queen
9 Essence Sliver
10 Sinew Sliver
11 Winged Sliver
12 Basal Sliver
13 Muscle Sliver
14 Fury Sliver
15 Pulmonic Sliver
16 Crystalline Sliver
17 Shifting Sliver
18 Sliver Legion
19 Magma Sliver
Other Creatures
20 Birds of Paradise
21 Utopia Tree
22 Sun Titan
23 Clone
24 Eternal Witness
25 Trinket Mage
Instants
26 Vampiric Tutor
27 Putrefy
28 Brainstorm
29 Voidslime
30 Fact or Fiction
31 Hinder
32 Mortify
33 Enlightened Tutor
34 Maelstrom Pulse
35 Cruel Ultimatum
36 Covenant of Minds
37 Guided Passage
38 Decimate
39 Diabolic Vision
40 Portent
41 Ponder
42 Diabolic Tutor
43 Shard Convergence
44 Hull Breach
45 Fabricate
46 Demonic Tutor
Artifacts
47 Pithing Needle
48 Mind Stone
49 Sensei's Divining Top
50 Nevinyrral's Disk
51 Mox Diamond
52 Expedition Map
53 Coalition Relic
54 Sol Ring
55 Darksteel Ingot
Enchantments
56 Phyrexian Arena
57 Mirari's Wake
58 Aura Shards
59 Mirri's Guile
60 Oblivion Ring
61 Training Grounds
62 Mana Echoes
Planeswalkers
63 Jace, The Mind Sculptor
Lands
64 Hallowed Fountain
65 Plateau
66 Rootbound Crag
67 Volrath's Stronghold
68 Rupture Spire
69 Stomping Ground
70 Grand Coliseum
71 Scalding Tarn
72 Crystal Quarry
73 Temple Garden
74 Scrubland
75 Sacred Foundry
76 Arid Mesa
77 Wooded Foothills
78 Flooded Strand
79 Bayou
80 Glacial Fortress
81 Tropical Island
82 Dragonskull Summit
83 City of Brass
84 Marsh Flats
85 Windswept Heath
86 Overgrown Tomb
87 Blood Crypt
88 Bloodstained Mire
89 Steam Vents
90 Misty Rainforest
91 Polluted Delta
92 Verdant Catacombs
93 Reflecting Pool
94 Watery Grave
95 Breeding pool
96 Underground Sea
97 Volcanic Island
98 Bojuka Bog
99 Godless Shrine
100 Sunpetal Grove
101 Metallic Sliver
DECKLIST OUTDATED
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
Right now, the problem you see online when you play this deck or most variants of slivers, is that it is too slow. Maybe it seems crazy, but people are slowly losing their fear of sliver EDH decks because, quite frankly, we're not a threat like we were a few months ago. EDH is often not a fun format for friends to play their favorite unplayed cards and reminisce about the old days. Online, EDH is often a format where competitive players go to play the most powerful and/or expensive cards and to win the game.
Right now, green ramp with things like Primeval (a stupidly overpowered card in EDH) are running circles around sliver decks. Mono-blue and mono-black or even black/blue expensive variants can also slow us down something terrible. The biggest problem is sliver decks usually have no reliable sweeps. While perhaps seemingly counterintuitive, a sweep can be a Sliver players best friend. You just recently added one sweep to your deck (the Nev Disk) but it doesn't seem like enough for online competitive play. Why? Because of the second problem. Everyone seems to be cluing in at the same time that speed wins game (Valakut Ramp Syndrome). Far less people are even bothering to run sweeps and are opting for fast or cheated Eldrazi, fliers, hasted generals, Titans, or just huge bombs in whatever color they wish to play. Thus, the sweeps we sometimes counted on from other people never come and we suffer further. Most of the decks here rely on a meager set of removal spells that may not ever come and focus on a single creature at a time.
I'm starting to wonder two things. First, I wonder if the entire formula of waiting patiently for Overlord, hoping he survives and then using him to draw up 2-3 turns worth of slivers, hoping they survive, is worth it. You start to think, "maybe I should just ramp out slivers another way. At this point as a deck designer you start to think harder and more excitedly about other card options than your slivers and you half-feel like "maybe I should have made another deck, since I seem to be just slowly doing that anyway." Second, I wonder if there is a better way to deal with the speed other decks have. Our speediest creatures are 2/2 or less most of the time and only after setting up our combos do the creatures get kind of nasty or really nasty. It feels like this is always 1,2 or 3 turns too slow for the growing meta.
I guess a few solutions might include adding more sweeps (Plague Wind is too expensive but other choices are there). Also, maybe emphasizing control more, Volition Reins type shenanigans, would be useful.
I still compete well in EDH matches, but I feel that every match is getting more stressful and out of my control. Pretty soon will these ramp or cheat decks simply dominate? Just some thoughts.
BU[MANA]G[/MANA]W[MANA]R[/MANA]Slivers (Overlord as general)BU[MANA]G[/MANA]W[MANA]R[/MANA]
BMono Black (Xiahou Dun as general)B
The speed of the deck is definitely starting to stress me out. One hand I come out of the gate strong and can drop Overlord with a Shifting Sliver in play and a Fury Sliver waiting to drop. Other hands, I feel like the cards in my deck are there to recover from bad hands and fix my draws.
The list I posted most recently is much more aggro and what I feel is closer to counter-sliver (sans counters). Muscle and Sinew are back along with the cheaper Winged Sliver.
I'm really all over the place right now. Having access to five colors pulls me in so many directions as far as what goes in the deck and how I play it.
Sweepers. Do Or Die is a card I noticed in my binder, that I believe, is the kind of "sweep" suited for this deck. It is cheap, one sided, and can really debilitate an opponent. Harsh Mercy also fills this role.
Perhaps counters and board wipes are more in line with the deck. As is more ramp, although, I find having too many lands can be frustrating.
Anyways, please post a deck list and if you would expound upon your play style with the deck. I know for me sometimes I wanna win through general damage or combo out with Queen if I can.
Edit: my land list is complete it now looks like this
10 Fetches
6 Other
also, legacy weapon is look is becoming more and more attractive each time i see it.
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
1 Sliver Overlord
Slivers
2 Sedge Sliver
3 Heart Sliver
4 Necrotic Sliver
5 Hibernation Sliver
6 Root Sliver
7 Gemhide Sliver
8 Sliver Queen
10
11 Winged Sliver
13
14 Fury Sliver
16 Crystalline Sliver
17 Shifting Sliver
Other Creatures
20 Birds of Paradise
21 Utopia Tree
22 Sun Titan
23 Clone
24 Eternal Witness
25 Trinket Mage
Instants
26 Vampiric Tutor
27 Putrefy
28 Brainstorm
29 Voidslime
30 Fact or Fiction
31 Hinder
32 Mortify
33 Enlightened Tutor
Sorceries
34 Maelstrom Pulse
35 Cruel Ultimatum
36 Covenant of Minds
37 Guided Passage
38 Decimate
39 Diabolic Vision
40 Portent
41 Ponder
42 Diabolic Tutor
43 Shard Convergence
44 Hull Breach
45 Fabricate
46 Demonic Tutor
47 Pithing Needle
48 Mind Stone
49 Sensei's Divining Top
50 Nevinyrral's Disk
51 Mox Diamond
52 Expedition Map
53 Coalition Relic
54 Sol Ring
55 Darksteel Ingot
Enchantments
56 Phyrexian Arena
57 Mirari's Wake
58 Aura Shards
59 Mirri's Guile
60 Oblivion Ring
61 Training Grounds
62 Mana Echoes
Planeswalkers
63 Jace, The Mind Sculptor
Lands
64 Hallowed Fountain
65 Plateau
66 Rootbound Crag
67 Volrath's Stronghold
68 Rupture Spire
69 Stomping Ground
70 Grand Coliseum
71 Scalding Tarn
72 Crystal Quarry
73 Temple Garden
74 Scrubland
75 Sacred Foundry
76 Arid Mesa
77 Wooded Foothills
78 Flooded Strand
79 Bayou
80 Glacial Fortress
81 Tropical Island
82 Dragonskull Summit
83 City of Brass
84 Marsh Flats
85 Windswept Heath
86 Overgrown Tomb
87 Blood Crypt
88 Bloodstained Mire
89 Steam Vents
90 Misty Rainforest
91 Polluted Delta
92 Verdant Catacombs
93 Reflecting Pool
94 Watery Grave
95 Breeding pool
96 Underground Sea
97 Volcanic Island
98 Bojuka Bog
99 Godless Shrine
100 Sunpetal Grove
101 Metallic Sliver
cut some more slivers, the direction im taking the deck is more focused on controlling the board and getting through with an evasive, double striking overlord. combo is still possible with queen and mana echoes, but it takes more effort.
empty slots, could use suggestions.
DECKLIST OUTDATED
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
Prismatic Omen is always a nice addition to a 5cc deck
You already playExpedition map, so perhaps the Emeria, the Sky Ruin for recursion trickery.
Also, to add you Trinket mage's targets, a Nihil Spellbomb or another graveyard hating trinket
Crucible of Worlds is another no brainer to combine with your fetchlands. ( Unless its banned in your play-circle)
Since then it's been easier to cut useless slivers out. As well as slivers that are good, but are not being actively tutored or helping Overlord.
As far as my meta is concerned. The decks I play against most irl are Momir Vig no budget, Ezuri, Teneb, and Sharuum no budget.
Even with my deck being no budget, the Vig and Sharuum decks are cutthroat and have particularly influenced my deck design and goals.
I've been playing more one on one duels than multiplayer, using just the social banned list and starting at 40 life. I've been testing builds on MWS as well.
The deck works pretty good against all challenges, as it should having access to every color. Sometimes I just get flattened.
The land base is imo extremely fragile, even with 20 duals, 10 fetch, 5 rainbow. So, I took a page out of the 1v1 competitive Horde of Notions and added one of each colored cycling lands and a strip mine for security. Life from the Loam is back and has been a big help. Skyshroud Claim is replacing Shard Convergence as the one and only ramp spell. I find it better in all aspects and more useful in fixing your mana.
I'll post a more recent decklist after work. The deck is truly slivers, constantly evolving and adapting to the card and meta changes.
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
Let me be more specific with regard to my last point. Online or in many EDH circles, a 1/1 sliver will be the target of creature removal even if you are stuck on 2 lands round 5. Over half the time someone will target that 1/1 sliver even if there is a primeval titan on the board or a general or basically anything. In a choice between Gemhide Sliver and a wizard that allows another player to draw cards, date a supermodel, win a million dollars, kill every other players families, burn down an orphange, steal from old ladies, set off a nuclear explosion, green-light a remake of the childhood classic "The Goonies" starring Justin Bieber and destroy every land you will ever be able to play again in magic for the rest of your life, people will choose the Gemhide Sliver. That's how much people hate out Slivers.
After a while I came to the conclusion that instead of a bunch of tutors and non-creatures, it was better to just draw useful cards the first time, or even a utility sliver, like Winged Sliver, Two-Headed Sliver (much better in EDH than given credit for) or Ward Sliver.
Here is my deck right now.. it can pretty easily and often does take on 2 decks at the same time, which is exactly what playing a Sliver deck means you will do. I win about 20% of the time and dictate both the pace of the game and the winner about 70% of the time.
http://tappedout.net/mtg-decks/shammys-sliver-edh/
Right now, online especially, you will face a lot of mono-black sacrifice decks (Xiahou Dun), or green ramp decks with just flat out bigger creatures and a number of other decks where you 1) run out of slivers, 2) run into a situation where your general costs 9-11 mana or 3) get overrun by small creatures unless you have something to get out quickly. Over half the games I play online have one of these decks in the match and I think all of them would be problematic for sliver-less variants of Sliver decks.
BU[MANA]G[/MANA]W[MANA]R[/MANA]Slivers (Overlord as general)BU[MANA]G[/MANA]W[MANA]R[/MANA]
BMono Black (Xiahou Dun as general)B
this is why i have stopped playing multiplayer edh. i would win one out of five and help someone else win four out of five.
a 1v1 duel is more in my favor then the 3v1 multiplayer games.
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
BU[MANA]G[/MANA]W[MANA]R[/MANA]Slivers (Overlord as general)BU[MANA]G[/MANA]W[MANA]R[/MANA]
BMono Black (Xiahou Dun as general)B
Two big changes I've made.
1. I have removed all cards that interact with Overlords second ability. It is cool to steal opponents creatures, I have just never found it worth the effort.
2. The Queen/Mana Echoes combo is made for a different deck entirely. It is so much simpler to just run Sliver Queen as your general and tutor up the Echoes.
Edit: A few posts back you suggested hull breach. Never mad to see that card. Thanks a lot.
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
// Deck file for Magic Workstation (http://www.magicworkstation.com)
1 Blood Crypt
1 Plateau
1 Steam Vents
1 Watery Grave
1 Hallowed Fountain
1 Sacred Foundry
1 Stomping Ground
1 Breeding Pool
1 Underground Sea
1 Overgrown Tomb
1 Godless Shrine
1 Temple Garden
1 City of Brass
1 Grand Coliseum
1 Rupture Spire
1 Reflecting Pool
1 Marsh Flats
1 Windswept Heath
1 Arid Mesa
1 Misty Rainforest
1 Scalding Tarn
1 Verdant Catacombs
1 Polluted Delta
1 Wooded Foothills
1 Bloodstained Mire
1 Savannah
1 Flooded Strand
1 Bayou
1 Badlands
1 Scrubland
1 Tundra
1 Taiga
1 Tropical Island
1 Volcanic Island
1 Crystal Quarry
1 Lonely Sandbar
1 Barren Moor
1 Tranquil Thicket
1 Forgotten Cave
1 Secluded Steppe
1 Strip Mine
1 Sliver Overlord
1 Eternal Witness
1 Fury Sliver
1 Heart Sliver
1 Birds of Paradise
1 Winged Sliver
1 Trinket Mage
1 Bloom Tender
1 Gemhide Sliver
1 Necrotic Sliver
1 Shifting Sliver
1 Root Sliver
1 Crystalline Sliver
1 Quick Sliver
Spells
1 Oblivion Ring
1 Expedition Map
1 Voidslime
1 Hinder
1 Enlightened Tutor
1 Sol Ring
1 Hull Breach
1 Darksteel Ingot
1 Mox Diamond
1 Skyshroud Claim
1 Day of Judgment
1 Mystical Tutor
1 Mirari's Wake
1 Training Grounds
1 Aura Shards
1 Sensei's Divining Top
1 Vindicate
1 Vampiric Tutor
1 Demonic Tutor
1 Nihil Spellbomb
1 Putrefy
1 Mortify
1 Maelstrom Pulse
1 Fact or Fiction
1 Jace, the Mind Sculptor
1 Jace Beleren
1 Mind Twist
1 Memory Lapse
1 Remand
1 Miscalculation
1 Thirst for Knowledge
1 Counterspell
1 Akroma's Vengeance
1 Brainstorm
1 Bant Charm
1 Swords to Plowshares
1 Ancestral Vision
1 All Suns' Dawn
1 Lightning Greaves
1 Life from the Loam
1 Necropotence
1 Path to Exile
1 Thoughtseize
1 Duress
1 Ponder
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
I don't really 100% see the goal of your current build. Is it still general damage with Overlord? It looks better than about every sliver build I've ever seen, but I don't think aggro is the way to go (I used to). If you're interested take a look at my build enchantment powered combo build.
I have completely abandoned trying to combo out with queen/echoes/basal. In a duel it probably works better. In multiplayer, in my experience it has been a futile effort in trying to combo out.
I've also left out any cards that interact with sliver overlord's second ability. It is not a bad ability by any means. In most games i just don't give a damn about my opponents creatures.
I also haven't seen any Moon effects. Just targeted and mass land destruction.
Thanks for posting. Keep the discussion coming guys.
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
With that in mind, I guess my two suggestions would be to (1) find reliable ways to make Overlord bigger so that he can kill people faster, and (2) find a way to get your slivers out more quickly (so that you can get Overlord the size and evasion he needs to start beating face more quickly).
Assuming you'll have both Shifting Sliver and Fury Sliver out before you swing with him, you really don't need to make Overlord that much bigger to kill someone in a single turn. All you need to do is raise his power by 4. As crazy as this sounds, and as worthless as they are in non-EDH decks, I would suggest putting in Spectral Sliver or Barbed Sliver, or both. Especially with Training Grounds in play, that would allow you to pump Overlord to 11 power pretty easily, allowing him to deal lethal damage in a single turn and making your deck that much faster. They also don't require targeting, meaning they'll synergize with Crystalline Sliver well, and they can be tutored for by Overlord, meaning you'll be able to get them reliably.
As for the second suggestion, try running Urza's Incubator. That would allow you to get all the slivers you're running out more quickly (except for Overlord and Crystalline Sliver), which might accelerate your win condition.
Just my two cents.
Spectral sliver seems to be the better of the two slivers you suggested. It essentially shades my slivers. it is also easier to cast the fury sliver. Spectral Sliver could possibly usurp Fury Sliver's position in the deck.
I'll get back to everyone with my results.
In the mean time, any ideas to streamline the deck outside of the sliver/creature base would be greatly appreciated.
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
more combo than anything else...
infinite slivers/infinite mana/direct damage/mill/poison... lots of win cons...
I can't believe crib swap has not come up in this thread... searchable removal is good...
Also, training grounds is a great card for slivers...
I'll try to post up a list soon... let folks give some ideas...
Currently Playing:
Standard:
Nothing, the format Bores me!
Legacy:
RBurn (Made on the Cheap!)R
RGBelcherRG
WSoldier StompyW
BReanimatorB
EDH:
BUGRWSliver OverlordWRGUB
BGeth, Lord of the VaultB
1v1 Headquarters
Sliver Overlord (MP, Retired)
Talrand, Sky Summoner (1v1, Budget)
Sygg, River Cutthroat (1v1, Competitive)
overlord is all you need... Usually lol
Currently Playing:
Standard:
Nothing, the format Bores me!
Legacy:
RBurn (Made on the Cheap!)R
RGBelcherRG
WSoldier StompyW
BReanimatorB
EDH:
BUGRWSliver OverlordWRGUB
BGeth, Lord of the VaultB
@Max: the deck was conceived as a multiplayer build.
I'm tempted to use Crucible of Worlds combined with stuff with retrace, i.e. Oona's Grace, Raven's Crime or Spitting Image, but it seems just plain cheap... thoughts?
[Horde] Phyrexia ascendant - The Virus
WUBRG - [Primer] Sliver Overlord - The Swarm - WUBRG
Been having a lot of fun on Cockatrice. There are EDH matches going on all the time
[Horde] Phyrexia ascendant - The Virus
WUBRG - [Primer] Sliver Overlord - The Swarm - WUBRG
Credit where it's due: a lot of the ideas on irpotential's decklist were blatantly stolen I chose to run more mana sources and stuff that allows for continuous flash effects.
[Horde] Phyrexia ascendant - The Virus
WUBRG - [Primer] Sliver Overlord - The Swarm - WUBRG