Slivers

From 2d4chan
Revision as of 11:00, 13 May 2017 by 1d4chan>Biggus Berrus (Edited the M15 entry.)
Jump to navigation Jump to search
Species XR17, aka Synapse Sliver. A clear image of an average Sliver aside from a claw-like appendage at the end of its talon.

The Slivers are a race of creatures in Magic: The Gathering. Renowned for their adaptability, fast breeding and hive-like social structure, they are a menace to deal with both in the fluff and crunch. Slivers have serpentine bodies approximately five meters long and wedge-like heads that aside from their mouths are featureless. A Sliver's tail is forked, where this fork begins differs depending on the individual species of Sliver and can be any length between the last 10% to two-thirds of its body. The bodies themselves are little more than sinew and chitin for the hard parts, combined with a powerful digestive tract to quickly devour anything they encounter, returning this mass to the Hive to strengthen it and grow new Slivers, much like the Tyranids.

The most notable feature of the Slivers is how they convey their abilities onto nearby Slivers. So when a Sliver with wings or an enhanced carapace joins a group that doesn't have these traits they will quickly grow these traits of their own. This means that even a small group of Slivers with a diverse number of traits can rapidly become a force to be reckoned with, each being a sum of the brood's abilities.

The obvious downside (and blessing, depending on who you ask) is that if you kill a Sliver those around it lose whatever trait it bestowed on its allies. So by eliminating specific Slivers within a brood the others become less and less dangerous with every death until they are easily overcome.

In-game, Slivers appear evenly in all colors, mostly granting abilities that fall within the various parts of the color pie. They have low casting costs (many are only 4 or less CMC) and all but three require only one mana within their color, adding to their castability.

Appearances

Thus far, the Slivers appeared in four different blocks. The first three times they appeared spread out over the blocks, the fourth time they appeared in a Core set.

Tempest Cycle

In the Tempest Cycle the Slivers appeared for the first time, spread over the first two blocks. In Tempest there were eleven Slivers: five common 1/1s with a CMC of 2 and five uncommon 2/2s with a CMC of 3, one for each color. Five of these Slivers have passive abilities, five have activated abilities that cost 2. The eleventh Sliver is Metallic Sliver, a 1/1 artifact creature for 1.

Stronghold had the other six Slivers in the cycle: five uncommon two-colored 2/2s for 2. The sixth is the Sliver Queen, one of three Legendary Slivers. She can generate 1/1 Sliver tokens for 2, a fine deal later in the game to bolster your ranks.

Rarity
Multi

Onslaught Cycle

Returning in Onslaught Cycle, there are sixteen Slivers. The first fifteen appear in Legions: five common 1/1s, five uncommon 2/2s and five rare 3/3s, one for each color. Some of the most powerful Slivers are in this batch; Shifting Sliver, Toxin Sliver and Ward Sliver are all but obligations for decks that can use them.

The sixteenth Sliver is in Scourge: the Sliver Overlord who allows you to search your Deck for Slivers or take control of your opponent's Slivers.

Rarity

Time Spiral

The Time Spiral block contains by far the most Slivers. The first set, Time Spiral, contains 26 Slivers. There are two commons, one uncommon and one rare per color, a cycle of allied-color uncommons and an overpriced artifact creature who is 5 for a 3/3. Of the commons one set of them have abilities that call back to older cards and static abilities while the others do not.

The Slivers from Planar Chaos are... weird. Eleven Slivers this time around: five overpriced common monocolored Slivers with abilities outside of the Color Pie, five uncommon enemy-colored two-colored 2/2s and a White time-shifted Sliver that grants +1/+1 to your Slivers.

Future Sight introduced six more Slivers: five Future Shifted cards with then-unseen abilities and the third Legendary Sliver: the Sliver Legion who buffs every Sliver on the battlefield: +1/+1 for every Sliver in play.

Magic 2014

Predatory Sliver, of of the new Slivers.they look different from the Dominaria ones due to evolving on a different plane of existence.

a new breed of slivers appeared on the plane of Shandalar. They have gone to a bipedal form with long head-tentacles, clawed arms with sometimes the old-school talons, legs with three joints and chitinous bodies. While the design itself is not bad, most people are pretty damn pissed off that they arent the classic beaked design. the reason for this is that their arent any more variations Wizards can do on a one appendaged beaked worm like creature, because they've already done every possible variation. also they are SHANDALAR SLIVERS NOT DOMINARIA ONES THEY EVOLVED DIFFERENTLY DUE TO HIVELORD. There are 14 Slivers in this set: five commons (two Red, two Green and one White), three uncommons (Red, Green and White), five Rares (one for each color) and an artifact creature who is 3 for 2/2. Not a lot of new things are added to the table: most are reprints of previous Slivers, albeit with a different cost. Unlike previous iterations, M14 slivers grant their abilities only to slivers with the same controller as themselves, rather than to all Slivers.

Magic 2015

A cycle of uncommon Slivers was introduced in M15, and, as is tradition when Slivers are printed, they need a powerful 5 color legendary to lead them. That legendary was Sliver Hivelord, which gives your Slivers indestructible at the cost of it being only a 5/5 compared to each other Sliver legendary being a 7/7. This didn't break the Standard format and have Slivers run absolutely rampant which is what was supposed to happen due to control being so strong in that meta. Commander Players however where in for a absolute Ass raping of a magnitude not seen for quite some time due to Sliver Commanders getting exactly what it needed to become the equivalent of Swarmlord pre 6th edition.

In Game

Slivers... where to even begin on this monster of a deck?

Alright, so first off, if you're building a Sliver deck, be prepared for people to hate you. A lot. Though they may not seem like much at first, usually being about 3 Mana or less and having fairly standard stats, the strength of the Slivers is in the whole, not the parts (EVERYTHING IS A LORD THAT IS USUALLY 3CMC OR LESS, OH GOD I CAN TASTE THE VALUE GIVE ME MORE WIZARDS SENPAI!). With enough optimization you will have a nigh unkillable board of gigantic unblockable creatures with a Staggering number of abilities. The more modern Slivers aren't quite as powerful, so you can build a very fair deck if you stay more recent, but the further you go back the more broken shit you can pull off.

As such be prepared to shell out some cash for a stronger Sliver deck. Not only are these cards older, they are also iconic and quite popular. If building the EDH/Commander version you're going to be paying a lot more for total optimization (but who makes a competitive EDH deck? You do, you fithy Sliver mage! The hive feeds on the tears of its victims).

when picking a sliver commander, we reccomend STRONGLY that you go with overlord. he is the strongest due to him HAVING A BUILT IN SLIVER TUTOR, and stealing other slivers. making him the single commander that is feared by every other deck in the format, including itself.

When building your deck, after deciding how far you're going to take them, set the slivers into 5 categories:

  • Auto includes (gemhide, manaweft, the sliver legendaries that arent your commander, galerider/winged, and homing sliver)
  • Key Slivers (predatory, muscle, sinew, Crystalline. essentially slivers that will buff your slivers power/toughness to ensure they stick around and can swing in harder.)
  • Sliver Bombs (the REALLY scary shit like harmonic Which is literally sliver equivalent of aura Shards, necrotic to make all your slivers into Vindicate, shifting (while expensive it makes them UNBLOCKABLE. Sliver legion/Virulent.enough said) psionic (which is very useful with venom and Hivelord so your slivers dont trade if their toughness 3 or less.) and virulent (psuedo infect. we have yet to see a actual infect sliver. and many people will be dreading and excitedly waiting for that day.)
  • defensive slivers (mesmeric for scrying your opponents library, dormant for the card draw, pulmonic for saving your slivers from death, root to stop counterspells when its the one time your not running them, and slivers that regenerate etc...)
  • offensive Slivers (get slivers that give you combat relevant keywords like syphon, bonescythe, striking, heart, and brood sliver (Brood is insane if you have a double strike enabler AND sliver legion out.)
  • emergency stuff (stuff that allows you to sacrifice slivers for life, mana or emergency regen or bouncing, which is vital to you if things arent going your way.)

then get utility spells, the plan is simple: ramp into slivers and ramp into more slivers. get some removal, some powerful enchantments, some ramp spells, mana rocks etc and you have the beginning shell. (or you can just watch this https://www.youtube.com/watch?v=JYRQyBV263c )

when your making a sliver deck built around combing out, your focus is going to usually be powering out either Sliver Overlord or some other game-ending combination, usually requiring a ton of mana (might i suggest involving sliver queen?) This is more viable in EDH but can be moderately effective in 60 card decks. Keep the same process in mind as the aggro plan: a solid focused core with supporting utility. In this case you'll also be looking for cards to keep your combo safe.