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Commander
Size: 100Salt sum: 68.68
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Evangelus

290 views4 months ago
Commander
Size: 100Salt sum: 68.68

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{"ops":[{"insert":"THE FIRST SLIVER"},{"attributes":{"align":"center","header":1},"insert":"\n"},{"attributes":{"color":"#595959"},"insert":"A Sliver Tribal Primer"},{"attributes":{"align":"center"},"insert":"\n"},{"attributes":{"color":"#595959"},"insert":"Commander Bracket 4"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"1. Deck Identity & Honest Power Assessment"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is a maximally-tuned Sliver tribal deck commanded by The First Sliver. It is built to be as strong as the Sliver tribe can support — but it is built honestly, not aspirationally. Before touching a single card, it's worth being clear about where this deck actually sits.\n\n1.1 What this deck is"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The First Sliver (WUBRG, 7/7, Cascade, “Sliver spells you cast have cascade”) generates value every time it's cast — including every recast from the command zone. Built around a critical mass of cheap Slivers, that cascade trigger becomes a steady stream of free spells stapled to your board. The deck's identity is a go-wide tribal swarm that layers keyword and anthem effects (flying, double strike, deathtouch, lifelink, indestructible, +1/+1 effects) on top of a token/creature army, closing games either through a lethal alpha strike or through one of several real infinite combos native to the Sliver card pool.\n\n1.2 What this deck is not"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It is worth being direct about this: the actual tournament-proven “competitive” decks that run The First Sliver as a commander are not Sliver tribal at all. They are 5-color Food Chain combo decks that use The First Sliver purely as a value-positive, cascade-on-cast commander, running zero or near-zero other Slivers. True cEDH pods built around 2-3 card combo lines, free interaction (Force of Will, Fierce Guardianship), and turn 2-4 wins will often out-pace this deck.\nCreature tribal decks, this one included, have a structural weakness: they are far more exposed to board wipes, stax pieces, and edict effects than a lean combo shell, and they close games more slowly on average. This build leans hard into a protection suite to mitigate that weakness rather than pretending it doesn't exist.\n\n1.3 Where it actually lands"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Bracket 4 to low Bracket 5 in the Commander Rules Committee's bracket system: a real high-power deck with genuine infinite combos, strong tutoring, and a fast clock, but not a deck built to win a tier-1 cEDH tournament. It will beat most “high power” tables, compete in cEDH-adjacent pods, and occasionally beat true cEDH decks that stumble — but it is not a turn-3 combo kill machine.\n\n2. The Commander"},{"attributes":{"header":1},"insert":"\n"},{"insert":"2.1 The First Sliver"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"WUBRG •Legendary Creature — Sliver• 7/7"},{"insert":"\nCascade. Sliver spells you cast have cascade.\nEvery Sliver you cast — and The First Sliver itself, every time it's recast from the command zone — exiles cards from the top of your library until you hit something cheaper, and you may cast that card for free. In a deck with a low curve full of cheap Slivers, this is a continuous, repeatable card advantage engine stapled to your commander, immune to typical “commander tax does nothing for me” problems since recasting it is itself a value event.\n\n2.2 Why The First Sliver over Sliver Overlord or Sliver Queen"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sliver Overlord is the better choice if your plan is tutor-toolbox control; it's slower but never runs out of gas."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sliver Queen is the better choice for a more combo-dense, less resilient build (Mana Echoes lines come online faster when she's always available turn one from the command zone)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The First Sliver splits the difference: it doesn't tutor or generate tokens on its own, but it turns your whole deck's curve into card advantage, and a 7/7 body for 5 mana is a real defensive and offensive threat on its own."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Both Overlord and Queen are included in the 99 as toolbox pieces — you are not choosing between them, you get all three Sliver legends plus Legion, Hivelord, and Gravemother stacked together (“Sliver-geddon”).\n\n3. Game Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"3.1 Early game (turns 1–3)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Prioritize mana dorks and rocks over Slivers if you have both — Birds, Noble Hierarch, Llanowar Elves, Sol Ring, Arcane Signet, Mana Vault, Fellwar Stone, Chromatic Lantern. Five colors means fixing comes before threats."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deploy cheap keyword Slivers (Galerider, Quick Sliver, Sentinel Sliver, Manaweft/Gemhide Sliver) to start building the shared-ability base."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cast The First Sliver as soon as you have 5 mana and at least a couple of Slivers in play — even a single cascade hit is good value, and the 7/7 body demands an answer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n3.2 Midgame (turns 4–7)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Land anthems and toolbox legends: Coat of Arms, Vanquisher's Banner, Obelisk of Urd, Patchwork Banner, Sliver Legion, Morophon."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tutor (Demonic Tutor, Vampiric Tutor, Imperial Seal, Worldly Tutor, Eladamri's Call, Survival of the Fittest) for whichever piece is missing: a mana Sliver if you're behind on fixing, Sliver Hivelord if a wipe looks likely, or a combo piece if the board is stable."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hold up protection (Heroic Intervention, Deflecting Swat, Flawless Maneuver) once your board is wide — you are now the target."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n3.3 Closing the game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Plan A — Combat: with Sliver Legion and/or Coat of Arms online, a critical mass of Slivers with evasion (flying via Galerider/Cloudshredder) and haste (Quick Sliver) is frequently lethal across one or two attack steps."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Plan B — Combo: assemble one of the infinite loops below (see Section 4) for a hard lock-out win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Plan C — Grind: Sliver Overlord's repeatable tutor/steal ability and Sliver Gravemother's recursion let you out-value a stalled board if neither A nor B is available."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n4. Combo Lines"},{"attributes":{"header":1},"insert":"\n"},{"insert":"These are real, repeatable lines native to the Sliver card pool — not janky one-ofs. They are the reason this deck can compete above its “just a tribal deck” ceiling.\n4.1 Sliver Queen + Mana Echoes"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pieces: "},{"insert":"Sliver Queen, Mana Echoes"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The line: "},{"insert":"Sliver Queen's {5}: create a 1/1 Sliver token ability triggers Mana Echoes (adds mana per creature of that converted mana cost each time one enters). With enough Slivers already on board, the mana refunded by Mana Echoes covers Sliver Queen's activation cost, which makes another token, which adds more mana, and so on."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Payoff: "},{"insert":"Infinite colorless mana and infinite 1/1 Sliver tokens. Add any haste enabler (Quick Sliver) for a lethal swing the same turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n4.2 Manaweft/Gemhide Sliver + Cloudshredder Sliver + Intruder Alarm + Sliver Queen"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pieces: "},{"insert":"Any mana Sliver, Cloudshredder Sliver, Intruder Alarm, Sliver Queen"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The line: "},{"insert":"Intruder Alarm untaps all creatures whenever a creature enters the battlefield. Activate Sliver Queen to make a token; Intruder Alarm untaps your mana-producing Slivers; spend that mana to activate Sliver Queen again."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Payoff: "},{"insert":"Infinite 1/1 Sliver tokens, repeatable every time you have enough untapped mana-Slivers to cover the next activation."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n4.3 Sliver Queen + Basal Sliver + Training Grounds"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pieces: "},{"insert":"Sliver Queen, Basal Sliver, Training Grounds"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The line: "},{"insert":"Training Grounds reduces the cost of activated abilities of creatures you control by {2}. Basal Sliver taps for {C} equal to your Sliver count. As your Sliver count climbs, Basal Sliver's output eventually exceeds Sliver Queen's reduced activation cost, snowballing into a fast, wide token army even without going fully infinite."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Payoff: "},{"insert":"A rapidly escalating Sliver army — often enough on its own to close the game in one or two turns even short of true infinity."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Note: none of these lines are turn-2 or turn-3 kills. They typically come online around turn 6–8 with a good draw, which is the central reason this deck is high-power rather than tier-1 cEDH.\n\n5. Mana Base Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Five colors at this density demands aggressive fixing over raw land count. 36 lands plus 8 mana sources (rocks/dorks) gives roughly 44 mana sources, which is appropriate for a deck whose commander and several payoffs cost all five colors.\n\n5.1 Fixing priorities, in order"},{"attributes":{"header":2},"insert":"\n"},{"insert":"True dual lands and fetches — untapped, any-color access. This is the backbone."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cavern of Souls and Unclaimed Territory, naming Sliver — these double as protection from countermagic for your key threats."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Painlands/filter lands (Mana Confluence, City of Brass, Exotic Orchard, Reflecting Pool) — fill remaining color gaps."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ancient Ziggurat and Path of Ancestry — free-roll fixing since the deck is overwhelmingly creatures."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n5.2 Sequencing"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Fetch lands should generally be cracked end-of-opponent's-turn or in response to a relevant trigger, not immediately, to play around fetch-punishing effects and to keep information hidden. Prioritize getting one of each basic land type into play by turn 3 if possible — several of your fixing lands (Mana Confluence, City of Brass) tax life, so the true duals and Command Tower should come down first when you have the choice.\n\n6. Protection Suite & Wrath Insurance"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This build deliberately runs a single recursion spell (Patriarch's Bidding) rather than a deeper recovery suite, leaning instead on proactive protection to avoid losing the board in the first place. This is a real tradeoff: if your meta is heavy on board wipes, consider re-adding Eerie Ultimatum or Kindred Summons (cut from this list specifically to lighten the curve).\n\n6.1 What Sliver Hivelord's indestructible actually protects against"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Stops: "},{"insert":"“Destroy all creatures” effects (Wrath of God, Damnation) and lethal combat damage.\n"},{"attributes":{"bold":true},"insert":"Does NOT stop: "},{"insert":"-X/-X effects that reduce toughness to 0 (these kill via a state-based action, not “destroy”), sacrifice/edict effects, and exile-based removal or board wipes.\nThis is why Damnation (a true destroy-based wipe) is the board wipe included in this list rather than a -X/-X effect: with Hivelord online, Damnation becomes a one-sided wrath in your favor.\n\n6.2 The protection package"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Card | "},{"attributes":{"table":"1"},"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Role"},{"attributes":{"table":"1"},"insert":"\n"},{"insert":" \n"},{"attributes":{"bold":true},"insert":"Teferi's Protection"},{"attributes":{"table":"2"},"insert":"\n"},{"insert":"The answer to everything Hivelord doesn't cover — exiles your permanents until your next turn, dodging -X/-X, edicts, exile wipes, and extra turns effects entirely."},{"attributes":{"table":"2"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Heroic Intervention"},{"attributes":{"table":"3"},"insert":"\n"},{"insert":"Instant-speed hexproof + indestructible to your board — same limitation as Hivelord (doesn't stop -X/-X or edicts), but cheap and flexible."},{"attributes":{"table":"3"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Flawless Maneuver"},{"attributes":{"table":"4"},"insert":"\n"},{"insert":"Often castable for just {W} given how many 4+ power threats you run — indestructible to your team at instant speed."},{"attributes":{"table":"4"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Deflecting Swat"},{"attributes":{"table":"5"},"insert":"\n"},{"insert":"Free with the commander in play — redirects a removal spell or board wipe targeting you back at its source or another target."},{"attributes":{"table":"5"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"7. Mulligan & Sequencing Guide"},{"attributes":{"header":1},"insert":"\n"},{"insert":"8.1 What to keep"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Two to three lands covering at least three colors, plus one piece of acceleration (dork or rock) and one cheap Sliver."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Any hand with a one- or two-mana tutor (Vampiric Tutor, Enlightened Tutor, Worldly Tutor) plus enough lands to deploy whatever it finds."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n8.2 What to mulligan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Hands with four-plus lands of only one or two colors — you will not be able to deploy your curve."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands with no Slivers and no way to find one inside the first three turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n8.3 Turn-by-turn priority (good draw)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"T1: Land, mana dork/rock if available."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"T2: Land, second mana source, or a cheap Sliver if mana is already secure."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"T3–T4: Deploy mana-fixing Slivers (Manaweft/Gemhide), tutor for a missing color source if needed."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"T5: The First Sliver, assuming at least one other Sliver in play to make the cascade trigger meaningful."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"T6+: Anthems, legends, protection held up, looking for a lethal turn or a combo assembly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n9. Matchups & Meta Notes"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Archetype"},{"attributes":{"table":"1"},"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":" | Notes"},{"attributes":{"table":"1"},"insert":"\n"},{"insert":" \n"},{"attributes":{"bold":true},"insert":"Fast combo cEDH (Thoracle, Najeela, etc.)"},{"attributes":{"table":"2"},"insert":"\n"},{"insert":"Unfavorable on raw speed. Your best plan is disruption — Cyclonic Rift, Assassin's Trophy, and tutoring for interaction rather than racing."},{"attributes":{"table":"2"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Stax / resource denial"},{"attributes":{"table":"3"},"insert":"\n"},{"insert":"Favorable to even — Sliver Hivelord blanks most destroy-based stax pieces, and your mana base is resilient to color screw."},{"attributes":{"table":"3"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Other creature/go-wide decks"},{"attributes":{"table":"4"},"insert":"\n"},{"insert":"Favorable — your anthem density and keyword granting usually out-classes a generic creature swarm."},{"attributes":{"table":"4"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Control / counterspell-heavy"},{"attributes":{"table":"5"},"insert":"\n"},{"insert":"Even — Cavern of Souls and Unclaimed Territory protect your key threats from countermagic; tutors let you play around specific answers."},{"attributes":{"table":"5"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"10. Upgrade & Downgrade Paths"},{"attributes":{"header":1},"insert":"\n"},{"insert":"10.1 If you want to push power further"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Re-add Eerie Ultimatum or Kindred Summons if wraths are common in your meta — accept the curve cost for resilience."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Synapse Sliver, Shared Animosity, and Sevinne's Reclamation are strong but were cut purely to manage curve and slot count."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Consider Survival of the Fittest + a sacrifice outlet line for faster Sliver Gravemother/Sliver Queen access."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n10.2 If you want to lighten the deck further"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Morophon (7 mana) is the single most cuttable high-impact card if your group's games are ending before turn 7 — it's powerful but slow."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cutting one or two tutors for additional cheap interaction is reasonable if your meta is light on wipes but heavy on removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
The First Sliver
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Sliver spells you cast have cascade.
Legendary Creature - Sliver
The First Sliver (h1r) 26

Commander

(Ctrl to add secondary)
Coat of Arms
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
Artifact
Coat of Arms (plst) DDS-58
Door of Destinies
As this artifact enters, choose a creature type.
Whenever you cast a spell of the chosen type, put a charge counter on this artifact.
Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact.
Artifact
Door of Destinies (msc) 198
Obelisk of Urd
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +2/+2.
Artifact
Obelisk of Urd (znc) 115
Sinew Sliver
All Sliver creatures get +1/+1.
Creature - Sliver
Sinew Sliver (cmm) 837

Anthem

(Ctrl to add secondary)
Metallic Mimic
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters with an additional +1/+1 counter on it.
Creature Artifact - Shapeshifter
Metallic Mimic (msc) 441

Counters

(Ctrl to add secondary)
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (tle) 155
Kindred Discovery
As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
Enchantment
Kindred Discovery (msc) 334
Mystic Remora
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (dmr) 59
Necropotence
Skip your draw step.
Whenever you discard a card, exile that card from your graveyard.
Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
Enchantment
Necropotence (ima) 98
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment
Sylvan Library (dmr) 179
Vanquisher's Banner
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Whenever you cast a creature spell of the chosen type, draw a card.
Artifact
Vanquisher's Banner (lcc) 316

Draw

(Ctrl to add secondary)
Cloudshredder Sliver
Sliver creatures you control have flying and haste.
Creature - Sliver
Cloudshredder Sliver (cmm) 919
Galerider Sliver
Sliver creatures you control have flying.
Creature - Sliver
Galerider Sliver (cmm) 849
Pulmonic Sliver
All Sliver creatures have flying.
All Slivers have "If this permanent would be put into a graveyard, you may put it on top of its owner's library instead."
Creature - Sliver
Pulmonic Sliver (tsr) 34
Venom Sliver
Sliver creatures you control have deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
Creature - Sliver
Venom Sliver (cmm) 914

Evasion

(Ctrl to add secondary)
Ancient Ziggurat
: Add one mana of any color. Spend this mana only to cast a creature spell.
Land
Ancient Ziggurat (ecc) 144
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 436
Badlands
(
: Add
or
.)
Land - Swamp Mountain
Badlands (vma) 291
Bayou
(
: Add
or
.)
Land - Swamp Forest
Bayou (vma) 293
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 269
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (tmc) 62
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 235
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 470
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Forbidden Orchard
: Add one mana of any color.
Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.
Land
Forbidden Orchard (2x2) 323
Forest
(
: Add
.)
Basic Land - Forest
Forest (hob) 198
Gemstone Mine
This land enters with three mining counters on it.
, Remove a mining counter from this land: Add one mana of any color. If there are no mining counters on this land, sacrifice it.
Land
Gemstone Mine (dmr) 247
Island
(
: Add
.)
Basic Land - Island
Island (hob) 195
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (jou) 163
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 437
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 438
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (hob) 197
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (msc) 254
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 316
Plateau
(
: Add
or
.)
Land - Plains Mountain
Plateau (vma) 308
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 224
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Savannah
(
: Add
or
.)
Land - Plains Forest
Savannah (vma) 311
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 439
Scrubland
(
: Add
or
.)
Land - Plains Swamp
Scrubland (vma) 313
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (hob) 196
Taiga
(
: Add
or
.)
Land - Mountain Forest
Taiga (vma) 317
Tropical Island
(
: Add
or
.)
Land - Island Forest
Tropical Island (vma) 321
Tundra
(
: Add
or
.)
Land - Plains Island
Tundra (vma) 322
Unclaimed Territory
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
Land
Unclaimed Territory (msc) 275
Underground Sea
(
: Add
or
.)
Land - Island Swamp
Underground Sea (vma) 323
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 440
Volcanic Island
(
: Add
or
.)
Land - Island Mountain
Volcanic Island (vma) 324
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 440
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 441

Land

(Ctrl to add secondary)
Essence Sliver
Whenever a Sliver deals damage, its controller gains that much life.
Creature - Sliver
Essence Sliver (lgn) 13
Syphon Sliver
Sliver creatures you control have lifelink. (Damage dealt by a Sliver creature you control also causes you to gain that much life.)
Creature - Sliver
Syphon Sliver (cmm) 870

Lifegain

(Ctrl to add secondary)
Amoeboid Changeling
Changeling (This card is every creature type.)
: Target creature gains all creature types until end of turn.
: Target creature loses all creature types until end of turn.
Creature - Shapeshifter
Amoeboid Changeling (j22) 269
Crystalline Sliver
All Slivers have shroud. (They can't be the targets of spells or abilities.)
Creature - Sliver
Crystalline Sliver (cmm) 920
Deflecting Swat
If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
Instant
Deflecting Swat (cmm) 214
Diffusion Sliver
Whenever a Sliver creature you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays
.
Creature - Sliver
Diffusion Sliver (cmm) 845
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (pip) 202
Quick Sliver
Flash
Any player may cast Sliver spells as though they had flash.
Creature - Sliver
Quick Sliver (cmm) 907
Sentinel Sliver
Sliver creatures you control have vigilance. (Attacking doesn't cause them to tap.)
Creature - Sliver
Sentinel Sliver (cmm) 835
Sliver Hivelord
Sliver creatures you control have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Legendary Creature - Sliver
Sliver Hivelord (cmm) 937
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (2x2) 32

Protection

(Ctrl to add secondary)
Bonescythe Sliver
Sliver creatures you control have double strike. (They deal both first-strike and regular combat damage.)
Creature - Sliver
Bonescythe Sliver (cmm) 815
Sliver Legion
All Sliver creatures get +1/+1 for each other Sliver on the battlefield.
Legendary Creature - Sliver
Sliver Legion (tsr) 261

Pump

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 193
Basal Sliver
All Slivers have "Sacrifice this permanent: Add
."
Creature - Sliver
Basal Sliver (tsp) 96
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (msc) 170
Chromatic Lantern
Lands you control have "
: Add one mana of any color."
: Add one mana of any color.
Artifact
Chromatic Lantern (msc) 195
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (msc) 285
Gemhide Sliver
All Slivers have "
: Add one mana of any color."
Creature - Sliver
Gemhide Sliver (cmm) 896
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (fdn) 227
Mana Echoes
Whenever a creature enters, you may add an amount of
equal to the number of creatures you control that share a creature type with it.
Enchantment
Mana Echoes (2xm) 136
Mana Vault
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add
.
Artifact
Mana Vault (2x2) 308
Manaweft Sliver
Sliver creatures you control have "
: Add one mana of any color."
Creature - Sliver
Manaweft Sliver (cmm) 900
Morophon, the Boundless
Changeling (This card is every creature type.)
As Morophon enters, choose a creature type.
Spells of the chosen type you cast cost
less to cast. This effect reduces only the amount of colored mana you pay.
Other creatures you control of the chosen type get +1/+1.
Legendary Creature - Shapeshifter
Morophon, the Boundless (m3c) 157
Noble Hierarch
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add
,
, or
.
Creature - Human Druid
Noble Hierarch (plst) MM2-151
Patchwork Banner
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
: Add one mana of any color.
Artifact
Patchwork Banner (msc) 207
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 213
Training Grounds
Activated abilities of creatures you control cost
less to activate. This effect can't reduce the mana in that cost to less than one mana.
Enchantment
Training Grounds (mat) 9

Ramp

(Ctrl to add secondary)
Patriarch's Bidding
Each player chooses a creature type. Each player returns all creature cards of a type chosen this way from their graveyard to the battlefield.
Sorcery
Patriarch's Bidding (mh2) 275
Sliver Gravemother
The "legend rule" doesn't apply to Slivers you control.
Each Sliver creature card in your graveyard has encore
, where X is its mana value.
Encore
(
, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Legendary Creature - Sliver
Sliver Gravemother (cmm) 707

Recursion

(Ctrl to add secondary)
Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (soc) 294
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 313
Damnation
Destroy all creatures. They can't be regenerated.
Sorcery
Damnation (2x2) 73
Harmonic Sliver
All Slivers have "When this permanent enters, destroy target artifact or enchantment."
Creature - Sliver
Harmonic Sliver (cmm) 924
Necrotic Sliver
All Slivers have "
, Sacrifice this permanent: Destroy target permanent."
Creature - Sliver
Necrotic Sliver (cmm) 932
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (msc) 141
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (msc) 143

Removal

(Ctrl to add secondary)
Sliver Queen
: Create a 1/1 colorless Sliver creature token.
Legendary Creature - Sliver
Sliver Queen (sth) 129

Tokens

(Ctrl to add secondary)
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (cmm) 150
Eladamri's Call
Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
Instant
Eladamri's Call (mh1) 197
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 6
Imperial Seal
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Sorcery
Imperial Seal (2x2) 79
Sliver Overlord
: Search your library for a Sliver card, reveal that card, put it into your hand, then shuffle.
: Gain control of target Sliver. (This effect lasts indefinitely.)
Legendary Creature - Mutant Sliver
Sliver Overlord (scg) 139
Survival of the Fittest
, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
Enchantment
Survival of the Fittest (exo) 129
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (dmr) 314
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (dmr) 353

Tutor

(Ctrl to add secondary)
Intruder Alarm
Creatures don't untap during their controllers' untap steps.
Whenever a creature enters, untap all creatures.
Enchantment
Intruder Alarm (plst) 8ED-86

Untap

(Ctrl to add secondary)

Deck Info

Deck stats

22 pips - 21 cards
25 mana - 24 cards
17 pips - 16 cards
25 mana - 24 cards
20 pips - 16 cards
26 mana - 24 cards
10 pips - 9 cards
24 mana - 23 cards
20 pips - 20 cards
26 mana - 25 cards
0 pips - 0 cards
8 mana - 5 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"THE FIRST SLIVER"},{"attributes":{"align":"center","header":1},"insert":"\n"},{"attributes":{"color":"#595959"},"insert":"A Sliver Tribal Primer"},{"attributes":{"align":"center"},"insert":"\n"},{"attributes":{"color":"#595959"},"insert":"Commander Bracket 4"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"1. Deck Identity & Honest Power Assessment"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is a maximally-tuned Sliver tribal deck commanded by The First Sliver. It is built to be as strong as the Sliver tribe can support — but it is built honestly, not aspirationally. Before touching a single card, it's worth being clear about where this deck actually sits.\n\n1.1 What this deck is"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The First Sliver (WUBRG, 7/7, Cascade, “Sliver spells you cast have cascade”) generates value every time it's cast — including every recast from the command zone. Built around a critical mass of cheap Slivers, that cascade trigger becomes a steady stream of free spells stapled to your board. The deck's identity is a go-wide tribal swarm that layers keyword and anthem effects (flying, double strike, deathtouch, lifelink, indestructible, +1/+1 effects) on top of a token/creature army, closing games either through a lethal alpha strike or through one of several real infinite combos native to the Sliver card pool.\n\n1.2 What this deck is not"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It is worth being direct about this: the actual tournament-proven “competitive” decks that run The First Sliver as a commander are not Sliver tribal at all. They are 5-color Food Chain combo decks that use The First Sliver purely as a value-positive, cascade-on-cast commander, running zero or near-zero other Slivers. True cEDH pods built around 2-3 card combo lines, free interaction (Force of Will, Fierce Guardianship), and turn 2-4 wins will often out-pace this deck.\nCreature tribal decks, this one included, have a structural weakness: they are far more exposed to board wipes, stax pieces, and edict effects than a lean combo shell, and they close games more slowly on average. This build leans hard into a protection suite to mitigate that weakness rather than pretending it doesn't exist.\n\n1.3 Where it actually lands"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Bracket 4 to low Bracket 5 in the Commander Rules Committee's bracket system: a real high-power deck with genuine infinite combos, strong tutoring, and a fast clock, but not a deck built to win a tier-1 cEDH tournament. It will beat most “high power” tables, compete in cEDH-adjacent pods, and occasionally beat true cEDH decks that stumble — but it is not a turn-3 combo kill machine.\n\n2. The Commander"},{"attributes":{"header":1},"insert":"\n"},{"insert":"2.1 The First Sliver"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"WUBRG •Legendary Creature — Sliver• 7/7"},{"insert":"\nCascade. Sliver spells you cast have cascade.\nEvery Sliver you cast — and The First Sliver itself, every time it's recast from the command zone — exiles cards from the top of your library until you hit something cheaper, and you may cast that card for free. In a deck with a low curve full of cheap Slivers, this is a continuous, repeatable card advantage engine stapled to your commander, immune to typical “commander tax does nothing for me” problems since recasting it is itself a value event.\n\n2.2 Why The First Sliver over Sliver Overlord or Sliver Queen"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sliver Overlord is the better choice if your plan is tutor-toolbox control; it's slower but never runs out of gas."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sliver Queen is the better choice for a more combo-dense, less resilient build (Mana Echoes lines come online faster when she's always available turn one from the command zone)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The First Sliver splits the difference: it doesn't tutor or generate tokens on its own, but it turns your whole deck's curve into card advantage, and a 7/7 body for 5 mana is a real defensive and offensive threat on its own."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Both Overlord and Queen are included in the 99 as toolbox pieces — you are not choosing between them, you get all three Sliver legends plus Legion, Hivelord, and Gravemother stacked together (“Sliver-geddon”).\n\n3. Game Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"3.1 Early game (turns 1–3)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Prioritize mana dorks and rocks over Slivers if you have both — Birds, Noble Hierarch, Llanowar Elves, Sol Ring, Arcane Signet, Mana Vault, Fellwar Stone, Chromatic Lantern. Five colors means fixing comes before threats."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deploy cheap keyword Slivers (Galerider, Quick Sliver, Sentinel Sliver, Manaweft/Gemhide Sliver) to start building the shared-ability base."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cast The First Sliver as soon as you have 5 mana and at least a couple of Slivers in play — even a single cascade hit is good value, and the 7/7 body demands an answer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n3.2 Midgame (turns 4–7)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Land anthems and toolbox legends: Coat of Arms, Vanquisher's Banner, Obelisk of Urd, Patchwork Banner, Sliver Legion, Morophon."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tutor (Demonic Tutor, Vampiric Tutor, Imperial Seal, Worldly Tutor, Eladamri's Call, Survival of the Fittest) for whichever piece is missing: a mana Sliver if you're behind on fixing, Sliver Hivelord if a wipe looks likely, or a combo piece if the board is stable."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hold up protection (Heroic Intervention, Deflecting Swat, Flawless Maneuver) once your board is wide — you are now the target."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n3.3 Closing the game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Plan A — Combat: with Sliver Legion and/or Coat of Arms online, a critical mass of Slivers with evasion (flying via Galerider/Cloudshredder) and haste (Quick Sliver) is frequently lethal across one or two attack steps."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Plan B — Combo: assemble one of the infinite loops below (see Section 4) for a hard lock-out win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Plan C — Grind: Sliver Overlord's repeatable tutor/steal ability and Sliver Gravemother's recursion let you out-value a stalled board if neither A nor B is available."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n4. Combo Lines"},{"attributes":{"header":1},"insert":"\n"},{"insert":"These are real, repeatable lines native to the Sliver card pool — not janky one-ofs. They are the reason this deck can compete above its “just a tribal deck” ceiling.\n4.1 Sliver Queen + Mana Echoes"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pieces: "},{"insert":"Sliver Queen, Mana Echoes"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The line: "},{"insert":"Sliver Queen's {5}: create a 1/1 Sliver token ability triggers Mana Echoes (adds mana per creature of that converted mana cost each time one enters). With enough Slivers already on board, the mana refunded by Mana Echoes covers Sliver Queen's activation cost, which makes another token, which adds more mana, and so on."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Payoff: "},{"insert":"Infinite colorless mana and infinite 1/1 Sliver tokens. Add any haste enabler (Quick Sliver) for a lethal swing the same turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n4.2 Manaweft/Gemhide Sliver + Cloudshredder Sliver + Intruder Alarm + Sliver Queen"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pieces: "},{"insert":"Any mana Sliver, Cloudshredder Sliver, Intruder Alarm, Sliver Queen"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The line: "},{"insert":"Intruder Alarm untaps all creatures whenever a creature enters the battlefield. Activate Sliver Queen to make a token; Intruder Alarm untaps your mana-producing Slivers; spend that mana to activate Sliver Queen again."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Payoff: "},{"insert":"Infinite 1/1 Sliver tokens, repeatable every time you have enough untapped mana-Slivers to cover the next activation."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n4.3 Sliver Queen + Basal Sliver + Training Grounds"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pieces: "},{"insert":"Sliver Queen, Basal Sliver, Training Grounds"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The line: "},{"insert":"Training Grounds reduces the cost of activated abilities of creatures you control by {2}. Basal Sliver taps for {C} equal to your Sliver count. As your Sliver count climbs, Basal Sliver's output eventually exceeds Sliver Queen's reduced activation cost, snowballing into a fast, wide token army even without going fully infinite."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Payoff: "},{"insert":"A rapidly escalating Sliver army — often enough on its own to close the game in one or two turns even short of true infinity."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Note: none of these lines are turn-2 or turn-3 kills. They typically come online around turn 6–8 with a good draw, which is the central reason this deck is high-power rather than tier-1 cEDH.\n\n5. Mana Base Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Five colors at this density demands aggressive fixing over raw land count. 36 lands plus 8 mana sources (rocks/dorks) gives roughly 44 mana sources, which is appropriate for a deck whose commander and several payoffs cost all five colors.\n\n5.1 Fixing priorities, in order"},{"attributes":{"header":2},"insert":"\n"},{"insert":"True dual lands and fetches — untapped, any-color access. This is the backbone."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cavern of Souls and Unclaimed Territory, naming Sliver — these double as protection from countermagic for your key threats."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Painlands/filter lands (Mana Confluence, City of Brass, Exotic Orchard, Reflecting Pool) — fill remaining color gaps."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ancient Ziggurat and Path of Ancestry — free-roll fixing since the deck is overwhelmingly creatures."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n5.2 Sequencing"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Fetch lands should generally be cracked end-of-opponent's-turn or in response to a relevant trigger, not immediately, to play around fetch-punishing effects and to keep information hidden. Prioritize getting one of each basic land type into play by turn 3 if possible — several of your fixing lands (Mana Confluence, City of Brass) tax life, so the true duals and Command Tower should come down first when you have the choice.\n\n6. Protection Suite & Wrath Insurance"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This build deliberately runs a single recursion spell (Patriarch's Bidding) rather than a deeper recovery suite, leaning instead on proactive protection to avoid losing the board in the first place. This is a real tradeoff: if your meta is heavy on board wipes, consider re-adding Eerie Ultimatum or Kindred Summons (cut from this list specifically to lighten the curve).\n\n6.1 What Sliver Hivelord's indestructible actually protects against"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Stops: "},{"insert":"“Destroy all creatures” effects (Wrath of God, Damnation) and lethal combat damage.\n"},{"attributes":{"bold":true},"insert":"Does NOT stop: "},{"insert":"-X/-X effects that reduce toughness to 0 (these kill via a state-based action, not “destroy”), sacrifice/edict effects, and exile-based removal or board wipes.\nThis is why Damnation (a true destroy-based wipe) is the board wipe included in this list rather than a -X/-X effect: with Hivelord online, Damnation becomes a one-sided wrath in your favor.\n\n6.2 The protection package"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Card | "},{"attributes":{"table":"1"},"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Role"},{"attributes":{"table":"1"},"insert":"\n"},{"insert":" \n"},{"attributes":{"bold":true},"insert":"Teferi's Protection"},{"attributes":{"table":"2"},"insert":"\n"},{"insert":"The answer to everything Hivelord doesn't cover — exiles your permanents until your next turn, dodging -X/-X, edicts, exile wipes, and extra turns effects entirely."},{"attributes":{"table":"2"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Heroic Intervention"},{"attributes":{"table":"3"},"insert":"\n"},{"insert":"Instant-speed hexproof + indestructible to your board — same limitation as Hivelord (doesn't stop -X/-X or edicts), but cheap and flexible."},{"attributes":{"table":"3"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Flawless Maneuver"},{"attributes":{"table":"4"},"insert":"\n"},{"insert":"Often castable for just {W} given how many 4+ power threats you run — indestructible to your team at instant speed."},{"attributes":{"table":"4"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Deflecting Swat"},{"attributes":{"table":"5"},"insert":"\n"},{"insert":"Free with the commander in play — redirects a removal spell or board wipe targeting you back at its source or another target."},{"attributes":{"table":"5"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"7. Mulligan & Sequencing Guide"},{"attributes":{"header":1},"insert":"\n"},{"insert":"8.1 What to keep"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Two to three lands covering at least three colors, plus one piece of acceleration (dork or rock) and one cheap Sliver."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Any hand with a one- or two-mana tutor (Vampiric Tutor, Enlightened Tutor, Worldly Tutor) plus enough lands to deploy whatever it finds."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n8.2 What to mulligan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Hands with four-plus lands of only one or two colors — you will not be able to deploy your curve."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands with no Slivers and no way to find one inside the first three turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n8.3 Turn-by-turn priority (good draw)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"T1: Land, mana dork/rock if available."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"T2: Land, second mana source, or a cheap Sliver if mana is already secure."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"T3–T4: Deploy mana-fixing Slivers (Manaweft/Gemhide), tutor for a missing color source if needed."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"T5: The First Sliver, assuming at least one other Sliver in play to make the cascade trigger meaningful."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"T6+: Anthems, legends, protection held up, looking for a lethal turn or a combo assembly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n9. Matchups & Meta Notes"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Archetype"},{"attributes":{"table":"1"},"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":" | Notes"},{"attributes":{"table":"1"},"insert":"\n"},{"insert":" \n"},{"attributes":{"bold":true},"insert":"Fast combo cEDH (Thoracle, Najeela, etc.)"},{"attributes":{"table":"2"},"insert":"\n"},{"insert":"Unfavorable on raw speed. Your best plan is disruption — Cyclonic Rift, Assassin's Trophy, and tutoring for interaction rather than racing."},{"attributes":{"table":"2"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Stax / resource denial"},{"attributes":{"table":"3"},"insert":"\n"},{"insert":"Favorable to even — Sliver Hivelord blanks most destroy-based stax pieces, and your mana base is resilient to color screw."},{"attributes":{"table":"3"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Other creature/go-wide decks"},{"attributes":{"table":"4"},"insert":"\n"},{"insert":"Favorable — your anthem density and keyword granting usually out-classes a generic creature swarm."},{"attributes":{"table":"4"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Control / counterspell-heavy"},{"attributes":{"table":"5"},"insert":"\n"},{"insert":"Even — Cavern of Souls and Unclaimed Territory protect your key threats from countermagic; tutors let you play around specific answers."},{"attributes":{"table":"5"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"10. Upgrade & Downgrade Paths"},{"attributes":{"header":1},"insert":"\n"},{"insert":"10.1 If you want to push power further"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Re-add Eerie Ultimatum or Kindred Summons if wraths are common in your meta — accept the curve cost for resilience."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Synapse Sliver, Shared Animosity, and Sevinne's Reclamation are strong but were cut purely to manage curve and slot count."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Consider Survival of the Fittest + a sacrifice outlet line for faster Sliver Gravemother/Sliver Queen access."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n10.2 If you want to lighten the deck further"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Morophon (7 mana) is the single most cuttable high-impact card if your group's games are ending before turn 7 — it's powerful but slow."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cutting one or two tutors for additional cheap interaction is reasonable if your meta is light on wipes but heavy on removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
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