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[MTG]Sliver-bladed Army

Ninja Caterpie

AAAAAAAAAAAAA
  • 5,979
    Posts
    17
    Years
    I really kinda need a (decently) good aggro deck but have always been too lazy to make one. At any rate, I did eventually decide to make a sliver deck (because they're like $1 each ahaha) and here it is:

    Lands (22)
    4 x Raging Ravine
    4 x Ancient Ziggurat
    4 x Jungle Shrine
    2 x Forest
    8 x Plains

    Creatures (24)
    4 x Gemhide Sliver
    4 x Muscle Sliver
    4 x Sinew Sliver
    4 x Heart Sliver
    2 x Sidewinder Sliver
    2 x Talon Sliver
    2 x Pulmonic Sliver
    2 x Synapse Sliver

    Spells (14)
    4 x Lightning Bolt
    4 x Path to Exile/Swords to Plowshares
    2 x Coat of Arms
    4 x Biomantic Mastery

    Basically, I get out Gemhide by turn 2/3 then use my epic mana to play massive amounts of 2-drop Slivers and swing for massive.

    Synapse and Biomantic are there to help me get draws, because I'll be hellbent really often with my exponential mana growth.

    Also, I need ideas on spells; any better draws? Should I get counters in case of DoJ and Wrath and stuff? and what the fell happens when I face off against stuff that generates creatures faster than me (ie. my friend's soldier white weenie)? Side in Double-headed Sliver? ._.

    Final note, I'm trying to keep this as budget as possible. I can probably get all the Slivers for really cheap by buying them off a friend, but the lands won't be fun to get... ;-;

    Let me know what you think! :D
     
    Last edited:
    This deck is massively weak against Wrath effects.

    I advise you play Countersliver if you want to make a decent legacy aggro deck. UWbg Countersliver: Hibernation Sliver, Crystalline Sliver, Muscle Sliver, Winged Sliver, and Sinew Sliver are the backbones of a Countersliver deck. You could either go Bant Slivers with a focus on more aggro (with Muscle Sliver) or Esper Slivers with a focus on more evasion (with Hibernation Sliver) or splash both. However this does require an extremely dedicated mana base.

    As for manlands, the only one you should be running is Mutavault. Mutavault is crazy though. Run a megaton of fetches. They make the deck go around. Don't load up on the Ancient Ziggurats so much because you want to cast Swords/etc on your opponent's turn and Ziggurat is pretty counterproductive.

    Spells you should be actually running: i. e. actually good spells - Force of Will, Mana Drain, AEther Vial, Swords to Plowshares - but more budget alternatives are Mana Leak, Counterspell, Hinder, Negate, Path to Exile, and so on and so forth. You could also go for Ponder and Brainstorm, as both are superb library manipulation spells.
     
    This deck needs a serious overhaul. As Cirrus has stated, Wrath effects completely blow you out.

    First, the lands.

    You need to be playing Bant colors, splashing black for Hibernation Sliver (your best option against Wrath effects. Pulmonic is decent, but is too easily behind the curve of Wrath effects, and you'd rather be casting your important two-drops than waste 5 mana on a Winged Sliver with an anti-Wrath effect.)

    Typical manabases run dual lands and fetchlands out the bum (but I assume you can't afford either, being ridiculously expensive and whatnot), so try a simpler, more basic manabase:

    3 Terramorphic Expanse
    3 Evolving Wilds
    1 Swamp
    4 Plains
    3 Forest
    7 Island

    Dual lands (ideally W/U or U/B duals) are your best friends here. Smoothing out your mana is paramount, but you ideally want to focus on blue as your main color, but it honestly depends on what turn 2 lord you want to cast.

    Now, your actual deck.

    -4 Heart Sliver
    -4 Gemhide Sliver
    -4 Lightning Bolt
    -4 Biomantic Mastery
    -2 Sidewinder Sliver
    -2 Talon Sliver
    -2 Pulmonic Sliver
    -2 Synapse Sliver
    -2 Coat of Arms

    +4 Crystalline Sliver
    +4 Hibernation Sliver
    +4 Aether Vial
    +4 Brainstorm
    +4 Ponder
    +3 Winged Sliver
    +3 Counterspell/Mana Leak

    -Winged Sliver is in every way, shape and form better than Heart Sliver. Evasion is better than cute combat tricks when the objective of this deck is to push damage through rather than quicken it.

    -Gemhide's cute, but with the abundance of 2-drops, you have nothing to even 'ramp' to. There's no reason to have it when 90% of the time, its ability does nothing.

    -Lightning Bolt is solid removal, but a counterspell is not only better for its ability to remove creatures, but prevent Wrath of God from killing you.

    -Ponder and Brainstorm are better than a 7-mana winmore sorcery. They help you find your colors, your lords, and your utility creatures.

    -Crystalline Sliver, Hibernation Sliver, and Aether Vial are essential to this deck. The 2-of's I've eliminated...aren't. Often times, they'll be doing nothing for you. Plated Sliver is honestly a better 1-drop than Sidewinder (lowering toughness doesn't matter when Winged Sliver is getting you in the air, above most bulky creatures, and boosting your own helps you live through any defensive combat situations, and against opposing Lightning Bolts). Syanpse is not a strong enough reason in your original build to splash blue for, and is generally a winmore card. Talon is irrelevant; you'd rather evade their creatures than win combat situations with them. Coat of Arms is just winmore and does absolutely nothing. Hibernation is in every way, shape and form better than Pulmonic.

    Trust me, these changes will help your deck. I urge you to try it out if you're feeling skeptical.
     
    Well; take out the Biomantic Mastery and the Lightning Bolts too if you're using DonRoyale's fix. You don't run Red any more and Biomantic is a waste of time and deck space. You could run more counterspells or ... more counterspells.
     
    Well; take out the Biomantic Mastery and the Lightning Bolts too if you're using DonRoyale's fix. You don't run Red any more and Biomantic is a waste of time and deck space. You could run more counterspells or ... more counterspells.

    I made note of removing both in my fix. I just ordered the numbers differently because of how many fixes I wanted to make; I wanted to make sure I covered each card removed by putting in the exact number necessary to run the deck, lol.

    Sorry to confuse you :S
     
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