The First Sliver

The First Sliver

Commander

The First Sliver

7.5/10
Bracket 4Salty level: MediumSpeed: Explosive

Base

+1.00

Premium fast mana

+0.00

Common fast mana

+0.45

Tutors

+0.90

Interaction

+0.88

Combo pressure

+0.40

Mana efficiency

+0.40

Ramp quality

+0.50

Draw quality

+0.20

Curve health

+0.40

Land base

+0.39

Commander synergy

+0.62

Game changers

+1.40

Avg MV

3.17

Lands

33

Ramp

7

Draw

4

Removal

11

Tutors

3

Fast mana

3

Premium fast mana

0

Game Changers

4

Strong Cards

40

Mana curve

0
1
2
3
4
5
6
7+

Radar

LandsRampDrawRemovalTutorsAvg MVFast mana

Benchmarks

Brackets 1–4
Lands
333438
Ramp
71014
Draw
41014
Removal
11812
Tutors
338
Avg MV
3.1733.8
Fast mana
302

Detected cards

Audit how each metric was counted.

The First Sliver Deck Analysis

This The First Sliver (Five-Color) deck has been analyzed by Rate My Decks and scored 7.5/10 in power, placing it in Bracket 4. The deck contains 99 cards with 33 lands and an average mana value of 3.2.

Key strengths include: The First Sliver sits in a explosive shell — 3 fast mana pieces and an average MV of 3.17 mean it can deploy threats and answers ahead of curve.. With 3 tutors such as Sliver Overlord, Homing Sliver and Worldly Tutor, the deck finds its key cards reliably. It does not rely on blind draws alone to close games.. Sliver Queen and Basal Sliver gives the deck 1 path to close games. Commander Spellbook confirms these cards form real combos — the deck can win explosively when it lines up..

Main areas for improvement: For bracket 4, 11 interaction pieces may be light. Competitive decks at this level expect denser answers — consider adding protection that also disrupts.. With only 4 draw sources, the deck can run out of gas after a wipe or counter war. At this level, consistent card advantage is critical.. With only 4 draw sources, the deck can run out of gas after a wipe or counter war. Consider adding 2-3 more draw sources..

Key recommendations: At bracket 4, the main question is speed relative to your local meta. Adjust the most powerful cards based on what you see in your pod.. Add resilient draw sources before adding more narrow combo pieces. The deck needs to keep functioning after its first attempt gets stopped.. Review the interaction mix. Make sure it covers creatures, artifacts/enchantments, and stack fights instead of clustering around one answer type..

The deck includes 7 ramp sources, 4 draw cards, 11 removal cards, 3 tutors, and 3 fast mana cards. 1 complete combos and 56 almost-combos were detected.

At Bracket 4, this deck is geared toward competitive or cEDH play. It includes Game Changers and fast mana that make it fast and consistent.

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