Magic the Gathering: Slivers, the real deal
Posted: Sun Jan 16, 2011 7:48 am
Every once in a while, you get a versus debate involving Slivers, from Magic the Gathering.
They're a type of creatures added several years ago (they're actually more than a decade old, and bit put on hold a few times). I even played them when they came out. Back then, there weren't that many Slivers to begin with. They were quite fun nonetheless, although hard to drop as a whole due to the different mana colours required to really cover all the most interesting abilities, so you'd often try to focus on the best ones, and add a few random spells. Besides, multi-colour cards weren't as numerous as they're now. But we already had the Gemstone Mine, Lion's Eye Diamond and Lotus Petal (sometimes you'd see Birds of Paradise and City of Brass, but I remember strong limitations on both). I pretty much stopped playing by that time (the money aspect of MtG was really sick, and I was tired of the constant bickering on the rules).
The game has continued to evolve in many ways, and I'm quite impressed with some of the additions such as Lotus Vale. I wouldn't even have thought such a card would have been created, it's very powerful (although it concentrates three lands into one, which is a big risk against certain games) but considering the new game types, it was needed, mostly because MtG has really increased the number of cross-colour combinations.
But this is not a topic for talking about the game rules or how decks are cool and all, but about the Slivers.
This is not a topic I intend to complete in one post, as I foresee several additions. It begs pointing out that in versus debating, Slivers are powerful creatures, but their abilities are often overblown, mostly because of the problem of game mechanics and fluff conflation.
Needless to point out, if in some games, the mechanics might allow for a degree of interpretation and usefulness, vs debating wise, as far as MtG is concerned, it's pretty bonkers to rely on them, as they more of the general idea flavour: a given mana cost - or any other method to build up your forces, notably creature tokens - may give a rough idea of how cheap they are.
Things become much more interesting though when it comes to the fluff, and at the same time, much more different than generally thought. What is revealed is that despite their very obvious power, they also suffer considerable flaws which are generally overlooked.
The best way to begin with this is to cover the relevant chronology: because it's often forgotten that the Slivers never appeared all at once, but at various times, and for very different reasons, and the Slivers of a give era were not sighted during other times.
Reading the Storyline is a necessity. I must say that when I was playing MtG, I never realized how WotC was actually putting lots of efforts into building a large and coherent background to their prominent game. It kinda dawned upon me very recently, when I read through the wiki, that it was significantly developed.
That said, there were clues: by the final months of the Mirage block, it was clear that the fluff seemed to tell a story. It felt new.
It felt merchandising. :D
It doesn't mean it's always met with success. The Multiverse, which by itself isn't very original but much needed to explain all the so different eras and worlds of MtG, also proves confusing. Many Fantasy fans will prefer a solid and well crafted "mono" universe, rather than an all in one jack of all trades sort of mess.
The reality of the storyline is that the Slivers can be divided into four main ages, even if they actually go by pair due to release within the same block, but as separate extensions.
What we can quickly understand is that some of the cards, or creature types, are mutually exclusive. The Sliver Overlord is unique, just as the Sliver Queen was, and is the result of a specific event.
But that is not all.
The Slivers wouldn't be the Slivers for their own very unique ability: anytime a Sliver enters a game, all the Slivers owned by the player who plays that Sliver card gain that particular Sliver's ability.
In terms of gameplay, as I remember them when they were played, the Slivers of a player would not provide their abilities to the Slivers of another player, although this may have changed, and it's possible that some players use the overall buff rule for their own games. In team games, Sliver abilities are shared within the Slivers of a team.
But these shared abilities are conflicting, when you begin to pay attention to the fluff.
The fluff descriptions for some Sliver capacities can quickly becomes problematic as they're naturally opposed. To give an example, one description may say that the skin of a Sliver is solid as hell, while another say it's very soft. Etc.
I'll cover that in detail later on.
What became quickly relevant was how this power would spread, what it is, and what the Slivers exactly are. This also requires a detailed look into the fluff of some Sliver cards.
The way this power spread is very important, as it allows us to understand what are its advantages and fallings. On that point, I've found a detail from the fluff that's crucial to this question.
They're a type of creatures added several years ago (they're actually more than a decade old, and bit put on hold a few times). I even played them when they came out. Back then, there weren't that many Slivers to begin with. They were quite fun nonetheless, although hard to drop as a whole due to the different mana colours required to really cover all the most interesting abilities, so you'd often try to focus on the best ones, and add a few random spells. Besides, multi-colour cards weren't as numerous as they're now. But we already had the Gemstone Mine, Lion's Eye Diamond and Lotus Petal (sometimes you'd see Birds of Paradise and City of Brass, but I remember strong limitations on both). I pretty much stopped playing by that time (the money aspect of MtG was really sick, and I was tired of the constant bickering on the rules).
The game has continued to evolve in many ways, and I'm quite impressed with some of the additions such as Lotus Vale. I wouldn't even have thought such a card would have been created, it's very powerful (although it concentrates three lands into one, which is a big risk against certain games) but considering the new game types, it was needed, mostly because MtG has really increased the number of cross-colour combinations.
But this is not a topic for talking about the game rules or how decks are cool and all, but about the Slivers.
This is not a topic I intend to complete in one post, as I foresee several additions. It begs pointing out that in versus debating, Slivers are powerful creatures, but their abilities are often overblown, mostly because of the problem of game mechanics and fluff conflation.
Needless to point out, if in some games, the mechanics might allow for a degree of interpretation and usefulness, vs debating wise, as far as MtG is concerned, it's pretty bonkers to rely on them, as they more of the general idea flavour: a given mana cost - or any other method to build up your forces, notably creature tokens - may give a rough idea of how cheap they are.
Things become much more interesting though when it comes to the fluff, and at the same time, much more different than generally thought. What is revealed is that despite their very obvious power, they also suffer considerable flaws which are generally overlooked.
The best way to begin with this is to cover the relevant chronology: because it's often forgotten that the Slivers never appeared all at once, but at various times, and for very different reasons, and the Slivers of a give era were not sighted during other times.
Reading the Storyline is a necessity. I must say that when I was playing MtG, I never realized how WotC was actually putting lots of efforts into building a large and coherent background to their prominent game. It kinda dawned upon me very recently, when I read through the wiki, that it was significantly developed.
That said, there were clues: by the final months of the Mirage block, it was clear that the fluff seemed to tell a story. It felt new.
It felt merchandising. :D
It doesn't mean it's always met with success. The Multiverse, which by itself isn't very original but much needed to explain all the so different eras and worlds of MtG, also proves confusing. Many Fantasy fans will prefer a solid and well crafted "mono" universe, rather than an all in one jack of all trades sort of mess.
The reality of the storyline is that the Slivers can be divided into four main ages, even if they actually go by pair due to release within the same block, but as separate extensions.
- Reign of Volrath [Weatherlight saga]
- Rathi Overlay [Weatherlight saga]
- Mirari Call [Mirari saga]
- Devastated Dominaria [Mirari saga]
What we can quickly understand is that some of the cards, or creature types, are mutually exclusive. The Sliver Overlord is unique, just as the Sliver Queen was, and is the result of a specific event.
But that is not all.
The Slivers wouldn't be the Slivers for their own very unique ability: anytime a Sliver enters a game, all the Slivers owned by the player who plays that Sliver card gain that particular Sliver's ability.
In terms of gameplay, as I remember them when they were played, the Slivers of a player would not provide their abilities to the Slivers of another player, although this may have changed, and it's possible that some players use the overall buff rule for their own games. In team games, Sliver abilities are shared within the Slivers of a team.
But these shared abilities are conflicting, when you begin to pay attention to the fluff.
The fluff descriptions for some Sliver capacities can quickly becomes problematic as they're naturally opposed. To give an example, one description may say that the skin of a Sliver is solid as hell, while another say it's very soft. Etc.
I'll cover that in detail later on.
What became quickly relevant was how this power would spread, what it is, and what the Slivers exactly are. This also requires a detailed look into the fluff of some Sliver cards.
The way this power spread is very important, as it allows us to understand what are its advantages and fallings. On that point, I've found a detail from the fluff that's crucial to this question.