Marpent
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Commander
Size: 100Salt sum: 36.97
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Drain
Drain
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Draw
Draw
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Finisher
All-Out Assault
Creatures you control get +1/+1 and have deathtouch.
When this enchantment enters, if it's your main phase, there is an additional combat phase after this phase followed by an additional main phase. When you next attack this turn, untap each creature you control.
When this enchantment enters, if it's your main phase, there is an additional combat phase after this phase followed by an additional main phase. When you next attack this turn, untap each creature you control.
Enchantment

Great Train Heist
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant

World at War
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

Finisher
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Land
Land
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Protection
Protection
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Ramp
Ramp
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Recursion
Alesha, Who Laughs at Fate
First strike
Whenever Alesha attacks, put a +1/+1 counter on it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Whenever Alesha attacks, put a +1/+1 counter on it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Legendary Creature - Human Warrior

Haunting Voyage
Choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. If this spell was foretold, return all creature cards of that type from your graveyard to the battlefield instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

Recursion
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Removal
Removal
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Sac Outlet
Sac Outlet
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Sliver
Lazotep Sliver
Sliver creatures you control have afflict 2. (Whenever a creature with afflict 2 becomes blocked, defending player loses 2 life.)
Whenever a nontoken Sliver you control dies, amass Slivers 2. (Put two +1/+1 counters on an Army you control. It's also a Sliver. If you don't control an Army, create a 0/0 black Sliver Army creature token first.)
Whenever a nontoken Sliver you control dies, amass Slivers 2. (Put two +1/+1 counters on an Army you control. It's also a Sliver. If you don't control an Army, create a 0/0 black Sliver Army creature token first.)
Creature - Zombie Sliver

Sliver
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Tokens
Tokens
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Tutor
Pyre of Heroes
, , Sacrifice a creature: Search your library for a creature card that shares a creature type with the sacrificed creature and has mana value equal to 1 plus that creature's mana value. Put that card onto the battlefield, then shuffle. Activate only as a sorcery.
Artifact

Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"*This is my submission for the September 2026 deckbuilding contest*\n\n"},{"attributes":{"bold":true},"insert":"The Idea:"},{"insert":"\nFor this contest, I wanted to focus on a completely unique on a beloved Commander not typically used for any sort of typal decks. \n\nOne of the most famous kindred archetypes in all of magic, undoubtedly in the top five, and known for the community's love-hate relationship with them is surely the Slivers. Now, other than on the Battlefield, the vast majority of Slivers are known for being weak by themselves. Some might even say under 2 power...\n\nThis is where "},{"insert":{"card-link":"Alesha, Who Smiles at Death"}},{"insert":" comes in. With her reanimation ability, and 19 Slivers with 2 or less power ("},{"insert":{"card-link":"Battering Sliver"}},{"insert":" being the exception) as well as recurrable value pieces such as "},{"insert":{"card-link":"Welcoming Vampire"}},{"insert":", "},{"insert":{"card-link":"Zulaport Cutthroat"}},{"insert":", "},{"insert":{"card-link":"Blood Artist"}},{"insert":", "},{"insert":{"card-link":"Selfless Spirit"}},{"insert":", "},{"insert":{"card-link":"Alesha, Who Laughs at Fate"}},{"insert":", "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":", "},{"insert":{"card-link":"Viscera Seer"}},{"insert":", "},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" and "},{"insert":{"card-link":"Vile Entomber"}},{"insert":", you can establish a firm grip on the board to a point where whatever your opponents do, you can simply rebuild with alesha, and weather the storm, eventually finding a finishing extra combat card, like "},{"insert":{"card-link":"World at War"}},{"insert":", "},{"insert":{"card-link":"Great Train Heist"}},{"insert":" or "},{"insert":{"card-link":"All-Out Assault"}},{"insert":" to destroy the other players with.\n\n"},{"attributes":{"bold":true},"insert":"Early Game:"},{"insert":"\nAt the beginning of the game, you really just want to cast "},{"insert":{"card-link":"Alesha, Who Smiles at Death"}},{"insert":" on turn three, so keeping a three lander or a two lander with Ramp is essential. On the early turns, you should prioritise putting the important reanimation targets, such as "},{"insert":{"card-link":"Regal Sliver"}},{"insert":" or "},{"insert":{"card-link":"Lavabelly Sliver"}},{"insert":" into the graveyard, whether by tutoring them with staples such as"},{"insert":{"card-link":"Entomb"}},{"insert":" or "},{"insert":{"card-link":"Buried Alive"}},{"insert":" or discarding them. \n\n"},{"attributes":{"bold":true},"insert":"Mid-Game:"},{"insert":"\nWith a building board of Slivers, the Mid-Game is mostly about weathering whatever your opponents' plans are, by reanimating Slivers from the graveyard, and lying low until you can administer a finishing blow.\n\n"},{"attributes":{"bold":true},"insert":"Endgame: "},{"insert":"\nAt the end of the game, preferably once another player has already been knocked out, you can finish in one of two ways:\n1. If you have a board of Slivers, any kind of extra combat card will assuredly finish the game.\n2. If most of your Slivers have been removed, a foretold "},{"insert":{"card-link":"Haunting Voyage"}},{"insert":" will get all of them back and wipe out your opponents that turn.\n\nIf you don't choose my submission, I'm just glad I got the opportunity to build this deck. It was really fun!\n"}]}
























































































