Evangelus
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Commander
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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.
Sliver spells you cast have cascade.
Legendary Creature - Sliver

Commander
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Anthem
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Counters
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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 .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Draw
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Evasion
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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.)
: 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

Land
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Lifegain
(Ctrl to add secondary)
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.
Exile Teferi's Protection.
Instant

Protection
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Pump
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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.
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

Ramp
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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.)
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

Recursion
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Removal
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Tutor
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Deck Info
Deck stats
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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"}]}





























































































