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Alex Hockey's Deck Garage
11.15.02 The Allure of Slivers
Hello all!
After a weeks break during which I was recovering from
the flu, I now return with another deck garage.
Firstly there is one thing to clear up from 2 weeks ago
(in the article entitled GW enchantress). Basically,
whenever I wrote Lithatog, I meant Thaumatog.
Fortunately, my description of what the card did allow
most people to figure out what card I meant. The only
excuse I can give is that I had the flu. Thanks for all
the people who pointed out my mistake though.
Anyway, onto the article. This week its slivers.
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Apparently, slivers are coming back in some new
expansion. With
that
in mind, I decided to try and reassemble my old sliver
deck. The list
is as
follows:
4- Metallic Sliver
3- Clot Sliver
3- Heart Sliver
4- Muscle Sliver
3- Talon Sliver
4- Winged Sliver
4- Crystalline Sliver
4- Spined Sliver
3- Victual Sliver
3- Sliver Queen
3- Aluren
2- Heartstone
5 of each basic land type except 6 forest
As I recall, it never really seemed to get in trouble
mana- Wise and if
I got
Aluren out I could really mop up, putting out all but
the queen in play
for
free. I have been thinking about getting rid of the
queen and maybe
the
heartstone. But one problem with the deck is it is a
little slow. I
have
thought about putting Rites of Spring in, or something,
but I never
liked
discarding cards, and I wouldn't mind just being able to
draw cards,
especially with Aluren out. Just thinking of ways to
speed the deck
up.
I also thought of adding the lairs, to avoid possible
mana
problems.
Thanks for your help,
Kip
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First off, I don’t know whether wizards said they were
resurrecting slivers or that slivers were the kind of
thing they would re-do. Either way, for the time being
they live in extended so I’ll build an extended deck.
Kip’s deck is slow despite the fact that almost his
entire deck is made up of 2 and 3 cc creatures with 26
land. This is probablt because he isn’t getting the
right cards at the right time. Slivers are quite old now
so for the benefit of people who are not that familiar
here are my views on slivers.
Individually, they are overcosted weak creatures that
only really start to kick ass when you get more than two
on the table. This means you really don’t want your
opponent to be able to kill your slivers as this will
mean that the slivers you play in the future will all be
weaker than they should be, ie you must be able to
protect your slivers.
This means that the crystalline sliver is a must in the
deck and we will keep all 4 copies. Muscle sliver is the
only sliver to give cumulative benefits so we want 4 of
these as well. Finally, winged sliver gives us much
needed evasion so we want 4 copies of them as well.
Ideally, you want to be able to play 2 lands and a
crystalline sliver all in your first 2 turns. This means
we have to be sure that there aren’t even the slightest
hint of mana problems in the deck – this means I am
going to keep the deck to 3 (maybe 4) colours. This
means that for the time being, the heart, clot, talon
(because they’re kak), spined and sliver queen all go
out.
Most extended sliver decks are counter sliver decks.
This deck uses aluren though and I want to keep to this
theme. This means sliver queen goes out for good as you
can’t play her via aluren.
There is one sliver that will combo with aluren very
well – hibernation sliver. This guy allows all your
sliver to “blink” back to your hand. Usually this will
mean expending mana to replay them, but not with aluren
out. This will really give control players headaches as
their wrath of gods won’t actually end up killing any of
your creatures.
So far the deck looks like this:
4- Metallic Sliver
4- Muscle Sliver
4- Winged Sliver
4- Hibernation Sliver
4- Crystalline Sliver
X- Victual Sliver
4- Aluren
Some land
Note that I’ve upped the number of alurens to the
maximum and put a variable X for the number of victual
slivers. I’ve also temporarily removed the heartstones.
I’m going to put some talon slivers back in. Although
they are poor in the traditional type of sliver deck (ie
counter-sliver) in this deck they are essentially
another body on the table. I’ll put 3 in to make sure
that I’m unlikely to draw 2 of them opening hand.
The original deck had no instants or sorceries which
could be a mistake. The reason many aggro decks end up
being too slow is that they play all the cards out of
their hand and then simply run out of cards to play.
Seeing as we’ve made a commitment to blue we can use the
mother of all (extended legal) card drawers – Fact or
Fiction.
Just to round off the deck I’ll bung in 2 disenchant
(feel free to use naturalize instead).
Last but not least we have the land. This week I’m just
going to give some guidelines. I could give you a list
of 7 or 8 different non basic lands that could work in
this deck but I won’t. Instead here is my advice.
Use 24 land
At least 9 lands must produce blue mana.
At least 9 lands must produce white mana.
At least 14 lands must produce green mana.
Pain lands are Ok.
Don’t use lairs.
Remember to include black mana producers
Depending on your card pool these restrictions may be
hard to meet so do the best you can. If you can meet
these restrictions you probably won’t have any mana
problems (fingers crossed).
Finally here’s the finished deck (without the land)
4- Metallic Sliver
4- Muscle Sliver
4- Winged Sliver
4- Hibernation Sliver
4- Crystalline Sliver
3- Victual Sliver
3- Talon Sliver
2- Disenchant
4- Fact or Fiction
4- Aluren
24- Land
I’ve tried to stay with the theme on this deck. If I had
made the ideal modifications it would probably have
ended up as a standard counter-sliver net deck. Where’s
the fun in that?
See you next week!
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