Gearhook

A Clown, A Goblin, A Helluva Woman

  • she/her

I make games and talk far, far too much. My views and expressions do not reflect that of my employer at any given time. πŸ³οΈβ€βš§οΈ/πŸ‘©β€β€οΈβ€πŸ‘©/πŸ’


So one of my absolutely favorite things about Magic: The Gathering is Slivers.

I will pause for the tasteful amount of booing.

Ok, now that I have that out of the way- I have an enchanting love for the horrible little monsters. The hive of slivers- splinters- fragments of a shattered god always enchanted me. The idea that by being in proximity to one another they shared their experiences, their abilities, their very bodily composition with each other in an attempt to become whole again... in an attempt to become divine... was astonishing to 9 year old me.

The Sliver Queen herself, a god damned $300 card in today's economy.


So, to that end, I have decided to embark on a quest to build a Sliver Commander deck. This will be a long and arduous process- and I will require the assistance of @Juli-of-the-Mists - but it will be doable. My wallet already weeps, but we will all pull through.

Overall, the deck's first draft is done, and primaril focuses on good staples, a few of my personal favorite high-value mana rocks (Of the Lotus and Mox flavors), and then a smattering of value engines to go around the Sliver strategy- value, tempo, and snowballing.

Leeching Sliver, Lavabelly Sliver, and Cautery Sliver are ways to go over the top with our strong engines. Gemhide Sliver, Sliver Queen, and Heart Sliver is how we plan to start a lot of infinite engines, as well. Combined with the ability to blow up permanents with Necrotic Sliver or just go face with big damage off of Sliver Legion, or scale fast with The First Sliver, our main gameplan is to stabilize, and either not BE the villain, or to make sure we are untouchable once we BECOME the villain.

We run the overlord, because obviously

We utilize Teferi's Protection, and Heroic Intervention explicitly for board breakers, a few counterspells, and some spot-removing interactions like Damn and Assassin's Trophy to make sure we aren't helpless. There is also a Blast Zone in the Manabase to make sure if we need to, we can answer some Ratchet-Bombable problems.

Winning with battle cruisers, over the top with burn, or with a cascading blowout, the general gameplan is big 'ol Commander Tempo! The decklist is here:

Let me know what you think!!! Thanks again, Juli, for being an absolutely wonderful person and helping me workshop my bankruptcy with you β€οΈπŸ§‘πŸ’›πŸ’šπŸ’™πŸ’œ


You must log in to comment.

in reply to @Gearhook's post: