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Old July 1, 2003, 11:03   #1
Glen
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Magic: The Gathering -
I am looking for tips on building up my Blue/Green/White Sliver deck. i am very flexible when i comes to just total redoing decks to get a bit of veriation and not playin the same old deck over again... (I do have over decks but i mainly use my Sliver deck cos i just find them the most fun!) However my main problem is early game, after i have got a few good slivers out i really start to shine but its just how to cope until then (i find Pascafism helps early game (got 4 of these) also i have holy day if fings get to crasy and i need to just stop everything (well by everything i mean ALL combat damage!))
Also any general tips (not just regarding Slivers) would also be good

Thanks
~ Glen

P.S. i have been playing the NWN single player module and just wondering if any one has any good recommendations for some other User/Fan created Modules (Dont spoil it just say if its good or bad)
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Old July 1, 2003, 11:09   #2
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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
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Last edited by DinoDoc; July 1, 2003 at 11:35.
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Old July 1, 2003, 11:17   #3
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Hmmm sounds good DinoDoc, i havent got time to look into the cards i havent heard about, but i will tomoro, BTW that was a fast reply, also what do you think of Tribul Unity it cost something like 1 green plus 3 other then X and all creaters of chosen type have +X/+X so if i got the land i can do MASSIVE damage later on in the game. last time i did something like 30+damage with +4/+4 on all my slivers (costed me around 1 green and 7 other) and also i had essance and brood sliver out - got loads health for my self and a few new slivers (only +1/+1 slivers but with the rest of my slivers out they ended up +1/+4 with a few cool abilities )
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Old July 1, 2003, 11:56   #4
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Also if by any chance you come across any of the more interesting slivers (Queen, Overlord), cryptic gateway or dragon arch might be worth looking into.
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Old July 1, 2003, 12:01   #5
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TOO many creatures!!
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Old July 1, 2003, 12:03   #6
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How would you change it? This is a theme deck after all.
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Old July 1, 2003, 22:40   #7
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I would remove some of the Slivers and add 2 Celestial Dawn, 2 Enlightened Tutor, and 2 Glorious Anthem, for starters. Also 4 Envelop (18 spells total)

I'll select the following slivers:

4 Winged Sliver
4 Crystalline Sliver
4 Victual Sliver
2 Brood Sliver
4 Muscle Sliver
2 Quick Sliver

(20 creatures)

BTW, DD, your deck has only 19 lands instead of 23.
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Old July 1, 2003, 22:53   #8
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Quote:
Originally posted by Urban Ranger
I would remove some of the Slivers and add 2 Celestial Dawn,
What on earth for?
Quote:
2 Glorious Anthem, for starters.
Why do you need this card when you already have the Muscle Slivers? If you must have more spells, why not use the space for more offensive ones?
Quote:
BTW, DD, your deck has only 19 lands instead of 23.
Consider it license to add Forests, Plains, and Islands in whatever ration you wish to make up the difference.
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Old July 2, 2003, 01:36   #9
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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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Old July 2, 2003, 07:21   #10
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Old July 2, 2003, 11:14   #11
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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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Old July 2, 2003, 19:40   #12
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5 mana is too much, even for such powerful slivers.

I have several decks that never play a card costing 4 mana, that do just fine, thank you very much.

Dinodoc, feel free to PM me, I've finish moving.
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Old July 2, 2003, 21:59   #13
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Quote:
Originally posted by obiwan18
5 mana is too much, even for such powerful slivers.
Which deck are you refering to?
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Old July 2, 2003, 22:17   #14
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I think he refers to Synapse Sliver and some other cards that cost 5 mana each.
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Old July 3, 2003, 01:46   #15
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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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Old July 3, 2003, 04:01   #16
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Hmmm thanks guys ill check into all the cards you have suggested, i have been playing my friends a lot and he is a black & white deck with a lot of nasty spells, and i also play a 4 or 6 player with my mates, a lot of them have fast attack kind of decks, i.e. get there creatures out FAST and attack FAST, so im working on trying to counter this startegy, also i do have access to older cards from websites.

Thanks
-Glen
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Old July 3, 2003, 06:28   #17
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Glen,

Okay, in that case, you are probably looking at a control deck with some fast creatures and/or walls so you can bring out the slivers. Put some anti-critter counters (e.g. Remove Soul, Blue Elemental Blast) in your sideboard.
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Old July 3, 2003, 06:31   #18
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You can screw Black up by having Karma and Absolute Grace out.
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Old July 3, 2003, 06:37   #19
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ok ill check um out
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Old July 3, 2003, 12:16   #20
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Karma may not be legal for type II decks, but Absolute Grace should still be.
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Old July 3, 2003, 12:48   #21
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Quote:
Originally posted by Urban Ranger
Karma may not be legal for type II decks, but Absolute Grace should still be.
If he's building a casual deck, why should he care what is Type 2 or Type 1 legal?
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Old July 3, 2003, 22:53   #22
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Besides, even if he did, Karma will be in 8th edition, and will hence by Type II legal pretty soon.
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Old July 3, 2003, 23:04   #23
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Oh, okay. I didn't know they rotate it back in.
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Old July 4, 2003, 08:12   #24
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Hmmm your right dinodoc, What is type I/II mean... dont have to explain cos i only play friends (how dont even fully know the rules yet)

Thanks for all the help guys, im having a 6 player with my friends this weekend... i think ill be in a betta possition than before!

I didnt even know Apolyton dealt with things other than Civ/CTP!
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Old July 4, 2003, 12:02   #25
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Of course we do, we are diehard gamers
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Old July 4, 2003, 17:41   #26
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Quote:
Which deck are you refering to?
No deck dinodoc, just a response to snowfire's statement.

Most of the 5 mana slivers cost too much in comparison with the 2 mana tempest slivers.

Quote:
I didnt even know Apolyton dealt with things other than Civ/CTP!
They even have a ranting forum...
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Old July 9, 2003, 10:46   #27
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Creature Spells:

x4 Blade Sliver
x4 Plated Sliver
x4 Shifting Sliver
x4 Winged Sliver
x4 Essence Sliver
x4 Synapse Sliver
x4 Muscle Sliver
x2 Horned Sliver
x2 Heart Sliver
x2 Sliver Overlord

Non - Creature Spells:

x4 Tribal Unity
x2 Explosive Vegetation

Land:

x5 Forest
x5 Island
x5 Swamp
x4 Mountain
x4 Plains
x2 City of Brass

I have 2 questions regarding this deck.

1) Is there anything that you people would do to improve it? The deck is 65 cards so I need to cut something.

2) If I added Artificial Evolution could I have more than one Overlord in play?
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Old July 9, 2003, 22:17   #28
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Dinodoc:

I'm posting from a tiny library in Northern BC, so I can't check out the cards from here.

How does this weekend sound, when I get back home from work?
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Old July 9, 2003, 22:28   #29
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That's fine.
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Old July 9, 2003, 22:35   #30
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I am against playing a 5-colour deck because you are screwed if the other side has any sort of colour hosers out. Try to bring out the Silver Overlords with some other mechanism (Gemstone Mine, Lotus Petal, Lotus Vale, Lotus Guardian, Bird of Paradise, Dragon Arch, etc.). Also, your deck is very slow with Shifting, Essence, and Synapse Slivers.

Try to mould your deck into doing something specific. You are now trying to do too many things at once.
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