A Sliver of Hope
Welcome to Uncommanders, where we make decks with one severe restriction: common cards only. In Pauper Edh, decks are made with the cards you skip over in packs, but I'm here to demonstrate just how powerful some of those cards can be. Today, I wanted to reinvent a deck that's been getting on my nerves: every Sliver deck ever. They all play the same cards, and if 's in the command zone, they play the same game every time. So let's try something fresh, shall we?
Slivers Creatures You Control Follow the Leader
Firstly, we need an uncommon commander. There's at least one Sliver for every color pair, so we can pick whichever we like, although we can't go past two colors. So what are we looking for? We're looking for a set of Slivers that pairs well with the commander for their color combo. Selesnya is full of keyword effects, like vigilance and reach, which don't do much for . Dimir is also pretty disparate, with everything from Slivers that want to sacrifice themselves to Slivers that regenerate. None of that works well with , who wants to rescue its mates from the brink of death. is definitely the best option, as it's in the perfect colors for sacrifice and recursion. You could make a deck that easily keeps your opponents down. But that's not very fun, is it? The whole point of this is to create a more fun, exciting version of the Slivers deck, and for that reason, I'm playing as my commander. It lends itself nicely to a simple gameplan while still being able to pull some unexpected tricks. In addition, it can support a minor graveyard strategy, which is essential to have given our relatively small number of Slivers.
So what Slivers are we playing? All of the ones that we can fit in the deck. There are only two that we're excluding: , because it adds six dollars to our deck cost, and , because a five-mana 3/3 is terrible no matter what. However, the Slivers that we are playing are nothing but good fun. and will often double our damage output, and with , we'll never have to accept bad trades. is a far fairer version of that lends itself nicely to the recursion theme we're going to get going. getting flashed in with will end games out of nowhere. Of course, 21 Slivers aren't quite enough, so and its changeling buddies are easy inclusions. We can go wide with ease, and when the time comes, a few activations of 's ability will take us to victory.
Back from the Grave
Let's look at that recursion subtheme, shall we? While doesn't seem like that great of a card, and while it pales in comparison to the shenanigans that enables, recursion is an inherently powerful strategy no matter how you do it. eats an ? It's right back in our hand with , ready to be played again. gets struck by a bolt? gives it a second chance. And when we don't need to react, the spells can be used to enable our commander. There's some extra utility to the spells as well, as fixes our land drops and provides evasion.
To top the deck off, I've packed it with combat tricks that mimic our commander's ability, allowing us to get in for extra damage when our opponent least suspects it. , , and all make the cut, but my favorite has to be . This card constantly overperforms, often buffing by ten points; the perfect finisher. From there, we just throw in and its various copies, plus , , etc. Some basic protection in , some card draw in the form of variants, and we're good to go. How does it play?
Alright, so there are a few things worth nothing here. Right now, we only have 34 creatures in the deck, and six of them aren't even Slivers. For a creature deck with only one goal, I prefer to have over 40. Unfortunately, we're pretty maxed out with the Slivers we play, unless we dip way too far into the draft chaff. Instead, let's ramp up our card advantage. and work great, but and its friends are even better. The majority of them allow us to get the creatures that we want into our hand, and leftovers will enable us to go even deeper into the graveyard theme. Cards with flashback, like , are basically free card draw when we mill them, and Delirium is surprisingly easy to get, so becomes a premium removal spell, which the deck also needs. With that, let's see how it runs.
Deck Name HereView on Archidekt
It's like it's been freshly oiled. Every deck that uses its graveyard needs to have this card draw package. feels like , and we're running seven effective copies of the card in the deck. It's like a deck full of cantrips, where the size is effectively reduced, allowing for consistency and adaptability. Our gameplan is even more effective now, as we're flooded with Slivers and recursion. The deck is almost impossible to halt completely, as no matter what you remove, a threat always manages to reappear. As far as making a Sliver deck that's entertaining and unique, I think I've succeeded. While the game tends to play out similarly due to a high amount of redundancy, the frequent combat tricks make it a thrill to pilot. And while it may be weaker than (and the new + Combo), it can still swarm and adapt the way Slivers were meant to.
Have you ever rethought a deck? Let me know below!