June 1, 2003, 00:51
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#1
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OTF Moderator
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magic deck creation
hmm, I think the title says ita ll
Jon Miller
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June 1, 2003, 00:52
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#2
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Deity
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Quote:
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Originally posted by DinoDoc
Anyone care to help me come up with a decent to good sliver deck for this game? Preferablly a 5 color one so I can try to take advantage of the Sliver Queen/Overlord if I ever find them.
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June 1, 2003, 00:58
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#3
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OTF Moderator
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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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June 1, 2003, 01:04
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#4
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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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June 1, 2003, 01:08
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#5
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OTF Moderator
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oh, here is the dream thrush
Dream Thrush
{1}{U}
Creature -- Bird
1/1
Flying
{T}: Target land's type becomes the basic land type of your choice until end of turn.
I once made a deck where the only offense was these and the soldiers pumped out froma kajorean (spelling?) outpost
it had no plains
Jon Miller
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June 1, 2003, 02:13
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#6
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Deity
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You could always centre a sliver deck around Celestial Dawn. Than you can play all of them with just W mana.
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June 1, 2003, 04:25
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#7
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Emperor
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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.
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June 1, 2003, 19:41
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#8
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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
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Last edited by Jon Miller; June 1, 2003 at 19:47.
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June 1, 2003, 19:42
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#9
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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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June 1, 2003, 19:57
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#10
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Prince
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Yes! Someone else has adopted Oracle-style descriptions.
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June 1, 2003, 20:09
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#11
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Prince
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Quote:
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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.
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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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June 1, 2003, 21:39
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#12
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Emperor
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Jon Miller:
You are missing a very important sliver for the combination of the sliver queen.
I use a deck that runs quick slivers for the weenie rush.
To finish a locked opponent, I use Acidic sliver
RB
2/2
(2) Sacrifice target sliver, deal 2 damage to target opponent.
What I do is sacrifice all the sliver queen tokens.
Now for the rush we need good and cheap slivers:
4 Metallic Slivers
4 Winged Slivers
4 Muscle Slivers
3 Heart Slivers
4 Crystalline Slivers
3 Crypt slivers
The First sliver I want to drop are the crystalline slivers.
When combined with crypt slivers, your slivers should be nearly unstoppable with creatures.
Another good card to workaround the land that I like to use:
Mox Diamond
(0) sacrifice a land from your hand. Tap for 1 mana of any colour.
Don't bother with Dual lands, Gemstone Mines and Reflecting pools are better.
I'm not fond of counterspells in a sliver deck. You should really try to hit hard and fast.
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June 2, 2003, 03:57
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#13
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Deity
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This also looks a good card for a sliver deck
Quote:
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Belbe’s Portal
5, Artifact, Nemesis Rare
As Belbe’s Portal comes into play, choose a creature type. 3, T: Put a creature card of the chosen type from your hand into play.
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(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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June 2, 2003, 03:59
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#14
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Emperor
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If you can't get the Sliver Queen or Overlord into play the normal way, you might like a Dragon Arch.
Sneak Attack is also popular for creatures with difficult casting costs, but it doesn't work so well with those two.
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June 2, 2003, 04:32
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#15
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Prince
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Playing with more than 3 colours is very tricky. In sliver decks i played 3 colours max.
Here's what I used to play:
Blue, Green, White:
Crystaline Sliver - if you have no targeted spells.
Victual Sliver - just two
Muscle Sliver - important
Winged Sliver - you need a lot of cheap slivers
Talon Sliver - same
Metallic Sliver - same
Counterspells
Disenchants
Overrun - finisher (a bit tricky because of 2GGG cc)
That white +1,+1 enchantments
With this you'll have an horde of untargetable +4,+4 flying creatures, AND be able to counter dangerous spells or diss pesky enchantments.
Just my 2c.
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June 2, 2003, 10:01
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#16
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OTF Moderator
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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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June 2, 2003, 12:14
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#17
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Emperor
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Quote:
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Belbe’s Portal
5, Artifact, Nemesis Rare
As Belbe’s Portal comes into play, choose a creature type. 3, T: Put a creature card of the chosen type from your hand into play.
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Do you know what that does for a sliver deck?
Oftentimes you will get 4 of the 5 mana groups needed for Sliver Overlord or the Sliver Queen.
Disenchants are a good point, we have to have a few of those. Finally, what about cards that let you draw more cards?
For my deck, I use Prosperity. I try to dump my hand, and then cast for about 4 cards, to flood my opponent and refill my own hand.
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