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Slivers Ahoy!!



 
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FusionFire



Joined: 18 Jan 2006
Posts: 248

PostPosted: Tue Sep 26, 2006 4:37 am    Post subject: Slivers Ahoy!! Reply with quote

OK, the play test group I work with (2 PT Top 16 and numerous PTQ Top 16 in the group) has been wokring on a Sliver deck, and oddly enough, this one has been giving hell to the top decks that the trials are putting out. (I added the ability of each sliver so u didn't have to go looking). But we want a second set of opinions:

NOTE: We havn't messed to much with the mana base, and Bounce lands will be added in soon, so disregard the land issues

// Lands
3 Gemstone Mine
4 Breeding Pool
4 Temple Garden
4 Hallowed Fountain
2 Plains
4 Forest
3 Island

// Creatures
2 Might Sliver (+2/+2 to all slivers)
4 Gemhide Sliver (Slivers Become BoP)
3 Harmonic Sliver (Destroy target art/enchant)
3 Opaline Sliver (Draw on targeting)
1 Shadow Sliver (Gives all shadow)
1 Essence Sliver (Spirit Link All Slivers)
2 Telekinetic Sliver (Opposition all slivers)

// Spells
2 Coat of Arms
4 Cancel
4 Remand
3 Voidslime
3 Chord of Calling
4 Ancestral Vision

// Sideboard
SB: 1 Shadow Sliver (Heavy Shadow)
SB: 1 Telekinetic Sliver (Renewal Combo)
SB: 3 Psionic Sliver (Aggro Heavy)
SB: 3 Circle of Protection: Black
SB: 3 Circle of Protection: Red
SB: 4 Spell Snare

Again we will be adding 3 or 4 bounce lands to play the GW and WU slivers easier.
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floodstorm64



Joined: 19 Jan 2006
Posts: 92
Location: Texas

PostPosted: Tue Sep 26, 2006 9:46 am    Post subject: Reply with quote

Bounce lands are also very synergistic with Gemstone Mine. You'll be able to play 4
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Quetzilla



Joined: 29 May 2005
Posts: 65

PostPosted: Tue Sep 26, 2006 1:35 pm    Post subject: Reply with quote

I had a similar deck but it was U/W only. You lose out on might sliver but that's not that big of a deal if your plan is opposition. U/W allows you to run the 1/1 for 1 slivers (which are actually very useful, I have won by milling people), and gives you a much better mana base. You just run rune snag over voidslime. This also lets your run the full set of Telekinetic and Opaline, as well as Pulmonic (very useful) and a full set of opalines. Also, quilled sliver is very good at stopping aggro plans.

One note of caution, there are a lot of tribal-ish decks running around (Rebels, Knights, even zombies (warchief ftw?)) so Coat of Arms may end up backfiring a bit.
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Colossus



Joined: 10 Nov 2004
Posts: 396

PostPosted: Tue Sep 26, 2006 1:55 pm    Post subject: Reply with quote

You need more Slivers. I'd cut the Voidslime in favor of a few more assorted Slivers of your choice.
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BattleofWits



Joined: 03 Jun 2006
Posts: 230

PostPosted: Tue Sep 26, 2006 2:14 pm    Post subject: Reply with quote

I think Plague Sliver is the number one reason to not play slivers. If you don't hold back counter mana (which slows your creature base) this card hoses your deck. Not saying don't play it because the Opposition sliver looks really good, but you may need some board answer to it.

Psi blast? Some bounce? Who knows
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