Did you have any manabase problems? I always found myself unable to cast some of my slivers.
I have always problems in figuring how many rainbow lands and how many swamps should I fit in.
If my opinion is of any value for you, I usually bring out one or two mana slivers and/or Blur Slivers against control;and 1 or 2 Sedge Slivers against very fast decks or white-based control.
I only side Vial out against Jund and Death Shadow, and Necrotic against fast, go-wide decks (like burn and affinity).
Better luck in next tournaments. How is your sensations against dredge? I feel like is not the horrid matchup I thought it will be.
Hope you have better luck in next tournaments.
I am curious about your sideboarding strategy. In particular, about what do you take out the deck.
Do you take Sedge Sliver against white-based decks? (I did due to path and Wrath of God)
Why do you take out Aether Vial and Necrotic against control?
Is Sliver hivelord still worth it? I found it hard to cast, and irrelevant in white based matchups.
And, don't you have a lot of color troubles? I found myself putting three more rainbow lands due to good hands with wrong color
I have found a list that made top 8 in a scg qualifier: http://www.starcitygames.com/decks/121878
Probably I will give it a shot. I'm a little tired of the CoColess linearity.
I've sleeved my Slivers up again for tonights FNM and a MKM trial tomorrow. I've gone with 3 vials, 4 cocos.
Taking a look at the coco-less slivers, wouldn't you rather play Dismembers or Abrupt Decay mainboard for them?
In fact, I play two dismembers that have been proved worth.
Abrupt Decay is thought due to the doube-color requeriment. I would rather try Fatal Push if I need another removal
I gave it a quick test online, and found out much of what Worldsaverinc is talking about. The 1 drops came out too late and once behind you are done, there is no catching back up. Sure a few matches wont tell all but I feel the deck didnt perform well at all without CoCo.
Please wish me luck guys, on Saturday I will be playing traditional list in Kansas City at SCG regionals.
Yea, that it's what I believed before, and its absolutely true that, without CoCo, the deck grinds worse... but I found that is only "worse", and not "bad" at all!
Since the deck it's faster, the pressure we put on the oponent give us chances in the late game, where drawing only one or two slivers could be lethal. After sideboarding, with Frenetic and Homing, late game even improves.
(I could explain all day how good it feels when a Frenetic sliver saves half of my party against boardwipes).
I played again last sunday on a local league, and I ended 3-1, beating Jund, UW Teferi, and Jeskai Control, losing only to Monoblue Turns due to a bad sideboard choice. I'm now testing Cautery and Bonescythe Sliver, and they have performed very well the few matches I played with them.
The mana basse is a big issue, however, and need some work.
I'm pretty optimistic with my version. I miss the Collected and Necrotic for the fun, but the CoColess version have been better to me.
It's not impossible that I'm biased, so I would appreciate if someone test this version, to see if I'm going in the right direction
Notes:
- Mana slivers are still very good, but probably is not wrong to cut down to 3
- Leeching sliver have been pretty good to me, but it's not a 4 of
- Phantasmal Image is still under testing
- Nine one-mana slivers are not ugly. Depending on meta, could cut one or two, but I have been impressed
- Four fetches are needed to properly turn on Sedge. Probably, another swamp over the island is correct.
- Nowadays, I would like to test one or two four drops (like Bonnespliter or Scythe), but it's probably a bit overkill
After playing a lot with Slivers, I started to feel that something was wrong with the deck.
It seemed that it has some tension into it: I had a feeling that half of the deck was fighting with the another half. It it's a aggresive or a toolbox deck? A Vial or a CoCo one? After so much thought (and a bit of sadness, since it's a card that I love), I dropped Collected Company entirely.
May man, that was the best idea I had in a long time.
The deck becomes a lot more linear, sure. But it's a lot more consistent. My hand quality has rocketed insanely, and the deck seems to play more smoothly.
I realised that the deck didn't benefit a lot from CoCo. It was too slow, and our drops are not as insane as in other CoCo strategies.
I still have a lot of chances in late game: Sedge Sliver is a blast, Sliver Hive wins matches against control, and we have Homing Sliver to win the topdeck war.
I now know the reason of Humans and Merfolk not playing CoCo.
This is not Fast Slivers: the CoColess vial version still have some of the changing-gears capabilities of the CoCo version.
Although, I have found that our humans matchup is pretty good.
Seriously: take off the Collected. I resisted initially, but testing have proved it worth (at least to me).
Well, it looks interesting and fun, but it seems to be slow and clunky.
Having a lot of 1x can put us in situations where we have a lot of irrelevant abilities.
At first glance, It seems worse than the CocoVial one, but, heck, it's a 4th place in a StarCityGames Invitational: something in that deck works.
It would be nice to hear the pilot about card choices.
Would you give a try on Leeching? As a 3 of, they have performed amazing for my.
Also, what are your thougths on Difussion sliver? I am not entirely sold on it in maindeck.
I did a top4 in a small event too:
Round 1, Jund 2-0
Round 2, UR Pyromancer 2-1
Round 3, Ponza 2-1
Round 4, Goblins 1-2 , loss due to a bad decision on mulliganing
Very hilarious about the feature match being a tribal war.
Sadly, due to unties, i fell to fourth place. I ended with a foil Boros Charm, though.
I think the current lists is performing pretty nice, and I started to feel that the results are becoming better every time I play.
Necrotic stops Valakut
Lets say they put Valakut and 6 mountains in play
6 triggers go on the stack
You kill one mountain, 5 triggers will do nothing because if clause becomes false and 1 trigger will deal 3 damage (the one with 'you control five other mountains' that is still true)
Same with 2 Valakuts, 6 Mountains but now 2x3 = 6 damage
If you kill 2 mountains out of 6 then no triggers will deal damage
This is gas.
I have never realized it, and it could improve my titanshift matchup reasonably.
Yeh, I have realized that in my vial-less testing
I have always problems in figuring how many rainbow lands and how many swamps should I fit in.
I only side Vial out against Jund and Death Shadow, and Necrotic against fast, go-wide decks (like burn and affinity).
Better luck in next tournaments. How is your sensations against dredge? I feel like is not the horrid matchup I thought it will be.
I am curious about your sideboarding strategy. In particular, about what do you take out the deck.
Do you take Sedge Sliver against white-based decks? (I did due to path and Wrath of God)
Why do you take out Aether Vial and Necrotic against control?
And, don't you have a lot of color troubles? I found myself putting three more rainbow lands due to good hands with wrong color
http://www.starcitygames.com/decks/121878
Probably I will give it a shot. I'm a little tired of the CoColess linearity.
http://mtgtop8.com/event?e=19223&d=321849&f=MO
It's pretty similar to my list.
Thoughts on manabase and side?
In fact, I play two dismembers that have been proved worth.
Abrupt Decay is thought due to the doube-color requeriment. I would rather try Fatal Push if I need another removal
Yea, that it's what I believed before, and its absolutely true that, without CoCo, the deck grinds worse... but I found that is only "worse", and not "bad" at all!
Since the deck it's faster, the pressure we put on the oponent give us chances in the late game, where drawing only one or two slivers could be lethal. After sideboarding, with Frenetic and Homing, late game even improves.
(I could explain all day how good it feels when a Frenetic sliver saves half of my party against boardwipes).
I played again last sunday on a local league, and I ended 3-1, beating Jund, UW Teferi, and Jeskai Control, losing only to Monoblue Turns due to a bad sideboard choice. I'm now testing Cautery and Bonescythe Sliver, and they have performed very well the few matches I played with them.
The mana basse is a big issue, however, and need some work.
I'm pretty optimistic with my version. I miss the Collected and Necrotic for the fun, but the CoColess version have been better to me.
It's not impossible that I'm biased, so I would appreciate if someone test this version, to see if I'm going in the right direction
4 Galerider Sliver
4 Sinew Sliver
3 Sidewinder Sliver
3 Gemhide Sliver
1 Manaweft Sliver
2 Blur Sliver
2 Striking Sliver
4 Sedge Sliver
3 Diffusion Sliver
3 Leeching Sliver
1 Phantasmal Image
4 Aether Vial
2 Dismember
Lands:
4 Cavern of Souls
4 Sliver Hive
3 Mutavault
1 Overgrown Tomb
1 Watery Grave
1 Godless Shrine
4 Polluted Delta
1 Swamp
1 Island
2 Darkheart Sliver
1 Syphon Sliver
1 Homing Sliver
1 Diffusion Sliver
2 Harmonic Sliver
2 Frenetic Sliver
2 Warping Wail
1 Relic of Progenitus
1 Faerie Macabre
Notes:
- Mana slivers are still very good, but probably is not wrong to cut down to 3
- Leeching sliver have been pretty good to me, but it's not a 4 of
- Phantasmal Image is still under testing
- Nine one-mana slivers are not ugly. Depending on meta, could cut one or two, but I have been impressed
- Four fetches are needed to properly turn on Sedge. Probably, another swamp over the island is correct.
- Nowadays, I would like to test one or two four drops (like Bonnespliter or Scythe), but it's probably a bit overkill
It seemed that it has some tension into it: I had a feeling that half of the deck was fighting with the another half. It it's a aggresive or a toolbox deck? A Vial or a CoCo one? After so much thought (and a bit of sadness, since it's a card that I love), I dropped Collected Company entirely.
May man, that was the best idea I had in a long time.
The deck becomes a lot more linear, sure. But it's a lot more consistent. My hand quality has rocketed insanely, and the deck seems to play more smoothly.
I realised that the deck didn't benefit a lot from CoCo. It was too slow, and our drops are not as insane as in other CoCo strategies.
I still have a lot of chances in late game: Sedge Sliver is a blast, Sliver Hive wins matches against control, and we have Homing Sliver to win the topdeck war.
I now know the reason of Humans and Merfolk not playing CoCo.
This is not Fast Slivers: the CoColess vial version still have some of the changing-gears capabilities of the CoCo version.
Although, I have found that our humans matchup is pretty good.
Seriously: take off the Collected. I resisted initially, but testing have proved it worth (at least to me).
Having a lot of 1x can put us in situations where we have a lot of irrelevant abilities.
At first glance, It seems worse than the CocoVial one, but, heck, it's a 4th place in a StarCityGames Invitational: something in that deck works.
It would be nice to hear the pilot about card choices.
Also, what are your thougths on Difussion sliver? I am not entirely sold on it in maindeck.
Round 1, Jund 2-0
Round 2, UR Pyromancer 2-1
Round 3, Ponza 2-1
Round 4, Goblins 1-2 , loss due to a bad decision on mulliganing
Very hilarious about the feature match being a tribal war.
Sadly, due to unties, i fell to fourth place. I ended with a foil Boros Charm, though.
I think the current lists is performing pretty nice, and I started to feel that the results are becoming better every time I play.
This is gas.
I have never realized it, and it could improve my titanshift matchup reasonably.