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DinoDoc
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AECCP loves Democracy
Sep 1999 time: 23:29
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Try this one:
Creatures(29)
4 Metallic Slivers
4 Muscle Slivers
3 Winged Sliver
3 Crystalline Sliver
3 Quick Slivers
2 Shifting Slivers
2 Ward Slivers
2 Brood Sliver
2 Essence Slivers
2 Synapse Slivers
2 Victual Slivers
Spells(8)
4 Fertile Ground
2 Naturalize
2 Shared Triumph
Lands(23)
4 Island
3 Treva's Ruins
5 Plains
7 Forest
Last edited by DinoDoc on 01-07-2003 at 20:35
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SnowFire
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New York City, NY
Jan 1970 time: 00:29
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DinoDoc: You use Celestial Dawn to play 5-color White. You can gleefully use all the best Slivers around without fearing for having the right mana then, although if you take that seriously, you probably need even more tutorage- maybe 4 Enligtened Tutors to fetch the Dawn instead of just 2.
That said, we're only doing Blue-Green-White, so it's probably not as neccessary.
Tribal Unity: Hmm, not so sure about that. Wonderful if you're mana-flooded, of course, but then you won't have so many Slivers to use it on, and if you're not Mana-flooded, then it's useless. I'd recommend Akroma's Blessing instead- it cycles for merely W, allowing you to get through your deck a lot faster. Late in the game, it can give your entire team Protection, allowing you to get past their defenses and finish them off, or possibly protect your guys from some nasty spell.
Holy Day: Not so good, in my mind. Now Moment's Peace, now there's a great spell, being that you can use it twice. That said, you're probably playing an aggressive deck, not a control deck. Let your opponent worry about preventing damage! You want to inflict as much as possible! I'd recommend something more aggressive here, but one in your deck as a surprise is fine.
Slivers: Do you have access to the older Slivers from Tempest & Stronghold? If you do, definitely grab some, like Muscle Sliver, Winged Sliver, Crystaline Sliver, Talon Sliver, etc. They're quite good and are much faster than the modern Slivers, which tend to cover the upper-reachs of the mana curve. I'm going to assume you don't, however, being that you seem new to the game... so here are my suggested decklists.
Aggressive GUW Slivers.
24 Lands.
4 Mana fixer of your choice (Harrow, Krosan Tusker, Explosive Vegetation, Birds of Paradise...)
2 Choking Tethers
2 Akroma's Blessing
4 Mistform Dreamer
2 Mistform Ultimus
4 Brood Sliver
4 Essence Sliver
4 Plated Sliver
2 Quick Sliver
2 Ward Sliver
2 Synapse Sliver
4 Shifting Sliver
Everything in this deck is focused towards getting attack going. The Blessings and Choking Tethers are only there to help you get past your opponents if you didn't draw Shifting Sliver or it died. Otherwise, they cycle into more Slivers. If you fell behind early to another aggressive deck, the Essence Slivers are vital for getting you back on your feet, and obviously the interaction between Shifting & Brood Sliver is disgusting.
The Ward & Synapse Slivers are unfortunately a bit slow, but they seemed a better choice than more Mistforms. The Dreamers hopefully provide some flying firepower that is also a Sliver, even if it gives no abilities to the other Slivers. If you can grab some real Slivers from the old Tempest & Stronghold sets, definitely put them in instead of the Mistform stuff.
Control UW Slivers.
4 Secluded Steppe
8 Plains
12 Island
4 Eternal Dragon
2 Complicate
2 Deep Analysis
4 Counterspell
2 Sleight of Hand
2 Wall of Deceit
2 Wall of Hope
4 Renewed Faith
4 Ward Sliver
4 Essence Sliver
2 Synapse Sliver
4 Shifting Sliver
I know you said Green-Blue-White, but the Green's not needed if you want to take a controllish take on things. The Mistforms aren't needed anymore to keep the Sliver count high, now you have Counterspells and some card drawing + Library Manipulation. The Eternal Dragons are hot off the presses from Scourge, and I know I don't own even one; that said, they're great for control decks, fetching land early and being a huge unkillable creature late. If you're playing with Apprentice or something, definitely try them out. The walls ideally keep you alive early in the game (plus the Wall of Deceit can attack!) while you wait for your Sliver army to grow. And of course with your Counters, you can prevent your opponent from doing mean things to them.
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Jon Miller
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coat of arms is nice in any deck where your troops share type
Jon Miller
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Urban Ranger
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Apolyton Duke of Off-Topic
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quote: Originally posted by SnowFire
Slivers: Do you have access to the older Slivers from Tempest & Stronghold? If you do, definitely grab some, like Muscle Sliver, Winged Sliver, Crystaline Sliver, Talon Sliver, etc. They're quite good and are much faster than the modern Slivers, which tend to cover the upper-reachs of the mana curve. I'm going to assume you don't, however, being that you seem new to the game... so here are my suggested decklists. |
There are lots of websites that sells Magic cards. Anway, I don't like the newer Slivers because they are slow. Or perhaps WotC realised that they FOOBAR'ed again and is now trying to fix things up a bit.
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SnowFire
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New York City, NY
Jan 1970 time: 00:29
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Yeah, that's why I asked if he had access to the older ones. They're simply more efficient. Quick Sliver would be good if it only cost 1 mana. The new Black Slivers are all decent if not too spectacular (Crypt is good for control, Toxin & Spectral good for aggressive). Hunter Sliver is cute combined with Toxin & Crypt, but so-so otherwise. Essence Sliver is pretty good, and Shifting Sliver has its place too. That's about it though, if you have access to the older slivers- Ward, Synapse, Mistform, Root, Brood, Magma, & Blade are all just too slow.
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