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Jon Miller
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hmm, I think the title says ita ll
Jon Miller
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Jon Miller
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some good slivers
Clot Sliver
{1}{B}
Creature -- Sliver
1/1
All Slivers have "{2}: Regenerate this creature."
Crypt Sliver
{1}{B}
Creature -- Sliver
1/1
All Slivers have {T}: Regenerate target Sliver.
Crystalline Sliver
{W}{U}
Creature -- Sliver
2/2
Slivers can't be the targets of spells or abilities.
Essence Sliver
{3}{W}
Creature -- Sliver
3/3
Whenever a Sliver deals damage, its controller gains that much life.
Heart Sliver
{1}{R}
Creature -- Sliver
1/1
All Slivers have haste. #(They may attack and #{T}# the turn they come under your control.)#
Horned Sliver
{2}{G}
Creature -- Sliver
2/2
All Slivers have trample.
Hunter Sliver
{1}{R}
Creature -- Sliver
1/1
All Slivers have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.)
Magma Sliver
{3}{R}
Creature -- Sliver
3/3
All Slivers have {T}: Target Sliver gets +X/+0 until end of turn, where X is the number of Slivers in play.
Metallic Sliver
{1}
Artifact Creature -- Sliver
1/1
Mnemonic Sliver
{2}{U}
Creature -- Sliver
2/2
All Slivers have "{2}, Sacrifice this creature: Draw a card."
Muscle Sliver
{1}{G}
Creature -- Sliver
1/1
All Slivers get +1/+1.
Plated Sliver
{W}
Creature -- Sliver
1/1
All Slivers get +0/+1.
Quick Sliver
{1}{G}
Creature -- Sliver
1/1
You may play Quick Sliver any time you could play an instant.
Any player may play Sliver cards any time he or she could play an instant.
Root Sliver
{3}{G}
Creature -- Sliver
2/2
Root Sliver can't be countered.
Sliver spells can't be countered.
Shifting Sliver
{3}{U}
Creature -- Sliver
2/2
Slivers can't be blocked except by Slivers.
Sliver Overlord
{W}{U}{B}{R}{G}
Creature -- Sliver Mutant Legend
7/7
{3}: Search your library for a Sliver card, reveal that card, and put it into your hand. Then shuffle your library.
{3}: Gain control of target Sliver. (This effect doesn't end at end of turn.)
Sliver Queen
{W}{U}{B}{R}{G}
Creature -- Sliver Legend
7/7
{2}: Put a 1/1 colorless Sliver creature token into play.
Spectral Sliver
{2}{B}
Creature -- Sliver
2/2
All Slivers have {2}: This creature gets +1/+1 until end of turn.
Spined Sliver
{R}{G}
Creature -- Sliver
2/2
Whenever a Sliver becomes blocked, that Sliver gets +1/+1 until end of turn for each creature blocking it.
Synapse Sliver
{4}{U}
Creature -- Sliver
3/3
Whenever a Sliver deals combat damage to a player, its controller may draw a card.
Talon Sliver
{1}{W}
Creature -- Sliver
1/1
All Slivers have first strike.
Toxin Sliver
{3}{B}
Creature -- Sliver
3/3
Whenever a Sliver deals combat damage to a creature, destroy that creature. It can't be regenerated.
Victual Sliver
{G}{W}
Creature -- Sliver
2/2
All Slivers have "{2}, Sacrifice this creature: You gain 4 life."
Ward Sliver
{4}{W}
Creature -- Sliver
2/2
As Ward Sliver comes into play, choose a color.
All Slivers have protection from the chosen color.
Winged Sliver
{1}{U}
Creature -- Sliver
1/1
All Slivers have flying.
I don't think I have them all
but it really depends on what cards you have Dinodoc
Jon Miller
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Jon Miller
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I think a possibly good combo would be a blue deck with counterspells, slivers, and Dream Thrush (there is another card like it) and dual lands of some sort
yuo would of course want slivers like the crystline and synapse and quick ones (as well as the queen and others like that)
you would want at least one to get past the defenses (trample, or flying or something), also having regenerate would be nice
the idea is that you would counterspell until you could play the quick sliver, from then on you could leave your manna open to counterspell, and when you didn't need to, you would play a sliver
Jon Miller
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Jon Miller
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dreamthrush and dual lands would be a good way yot take care of the manna issues (Although celestial dawn would probably be better)
and counterspells would help you protect your slivers (important early)
Reef Shaman
{U}
Creature -- Merfolk
0/2
{T}: Target land's type becomes the basic land type of your choice until end of turn.
for a 60 card deck
20 islands + dual lands (that have u manna)
counters 18
4 Counterspells
4 Absorbs
4 Forbids
2 Force Spike
4 Undermines
creatures 22
4 reef shaman
4 quick slivers
4 metalic slivers
2 sliver queens
2 sliver overlords
2 crystline slivers
2 synapse slivers
2 winged slivers
(other interesting slivers for this deck would be the shifting sliver and the mnemonic sliver)
(BTW, there are 8 1 drops, so it should be quick)
I am not very use to counters, so I am not sure if I used the right ones
this deck would of course need dual lands (perferibly true duals or duals where you sacrifice 1 life to use the other color)
I haven't made a deck in a while, and I have never made a sliver deck (and rarely made counterspell decks), so no promise as to how well this will do
Jon Miller
Last edited by Jon Miller on 02-06-2003 at 04:47
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Jon Miller
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actually, right now I am thinkig take out the force spikes and put in one of the counters that lets you draw cards
Jon Miller
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Panda
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Europe
Jan 1970 time: 05:28
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quote: Originally posted by Mr. President
I think Urban Ranger has a good idea there. The main problem with Slivers is their mana cost. The average cost is around two or three mana, so you need to think about the possibility of not being able to cast anything for your first turn or two. (Of course, if you're like me and "tempo" comes second, you won't care.)
The other thing with Slivers is that they come in all five colors. While this is cool and very flavorful and I'm not complaining, five-color decks can be very hard to make so they work half-decently. You seem to be a fan of the Onslaught saga, so you might like to consider cards they call "search lands". For some reason they think these cards have to be rare, though. |
I agree that five-colour decks are always tricky, however instead of using the Onslaught fetch lands, Scourge has examples of landcycling cards.
Compare:
Polluted Delta
Land
T, Pay 1 life, Sacrifice Polluted Delta: Search your library for an island or swamp card and put it into play. Then shuffle your library.
Twisted Abomination
{5}{B}
Creature - Zombie Mutant
5/3
B: Regenerate Twisted Abomination. Swampcycling 2 (2, Discard this card from your hand: Search your library for a swamp card, reveal it, and put it into your hand. Then shuffle your library.)
Based around GBU you have access to counterspells, mana accelerators and creature removal. Splash WR if you must, or simply have a couple of plains or mountains in the deck which you can bring out with green fetch spells.
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Jon Miller
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well mine was blue based with counterspells (for the disenchant issues and to take care of really big nasties)
Jon Miller
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