Update deck35.txt
Reformatted; changed deck from 4 color to 3 color to improve consistency - previously deck splashed white for limited benefit
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#NAME:Might Sliver
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#
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#DESC:Beware! Beware!
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#DESC:They are everywhere!
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#DESC:Even in the air
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#DESC:and under the ground.
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#DESC:The whole world has turned
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#DESC:into a squirming mass
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#DESC:of these small, yet dangerous
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#DESC:... things ...
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# Land(s)
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Forest (8ED) * 12
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Island (8ED) * 3
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#NAME:Mighty Slivers
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#DESC:The hive mind of the Slivers
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#DESC:erases any difference
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#DESC:between the one and the many.
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Bonesplitter Sliver (TSP) * 4
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Forest (8ED) * 4
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Forest (TMP) * 4
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Forest (TSP) * 4
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Fury Sliver (TSP) * 2
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Gemhide Sliver (TSP) * 4
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Heart Sliver (H09) * 2
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Horned Sliver (TPR) * 3
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Island (8ED) * 4
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Island (TMP) * 1
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Might Sliver (TSP) * 4
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Mountain (8ED) * 6
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Plains (8ED) * 3
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# Creature(s)
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Bonesplitter Sliver (TSP) * 4 # nice cumulative +2/+0 bonus
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Crystalline Sliver (H09) * 1 # Shroud is nice, especially in a deck with no non-creature spells
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Fury Sliver (TSP) * 2 # gives double strike, only 2 because it's a 6-drop creature
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Gemhide Sliver (TSP) * 4 # Additional mana source to get Might Slivers out faster
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Heart Sliver (H09) * 2 # gives Haste
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Horned Sliver (TPR) * 3 # gives Trample, also 2/2 isn't bad for a 3-drop creature that others will pump
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Might Sliver (TSP) * 4 # nice cumulative +2/+2 bonus
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Muscle Sliver (H09) * 4 # cheap and the +1/+1 bonus is cumulative and can't be misused by the AI
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Shadow Sliver (TSP) * 1 # might be great or bad - thrown in as an element of surprise
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Spined Sliver (H09) * 2 # gives Rampage
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Spinneret Sliver (TSP) * 3 # 2/2 Sliver for only 2 mana, also gives Reach to all slivers, which is good because we only have
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# # two Winged Slivers in the deck, and those might not even be played because we have few Islands.
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Talon Sliver (*) * 3 # gives First Strike
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Watcher Sliver (TSP) * 1 # nice cumulative +0/+2 bonus, but too expensive to have more of them, and we have 3 plains in the deck
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Winged Sliver (H09) * 2 # gives Flying
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# Cards considered, but not included:
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# Basal Sliver - AI too eager to sacrifice
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# Clot Sliver - would be the only black sliver left after Basal
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# Sliver was taken out; also: AI not too smart with regeneration
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# Sedge Sliver - no swamps in deck (since all black slivers were
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# taken out)
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# Firewake Sliver - AI too eager to sacrifice
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# Mnemonic Sliver - AI too eager to sacrifice
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# Telekinetic Sliver - AI doesn't make smart tapping definitions
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# Quilled Sliver - AI can't target ability in a smart way
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# Armored Sliver - AI can't decide well when to use ability
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# Barbed Sliver - AI can't decide well when to use ability
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# Venser's Sliver - doesn't strengthen other slivers
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# Sliversmith - doesn't profit from other slivers. Its tokens
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# do, but the AI isn't smart in deciding which cards to discard
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# Metallic Sliver - is cheap, but doesn't strengthen other slivers
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# Victual Sliver - AI too eager to sacrifice
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# Battering Sliver - effect already provided by cheaper Horned Sl.
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# Sliver Queen - AI can't handle 5-color deck
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# Reflex Sliver - Heart Sliver has same effect for lower cost
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# Sinew Sliver - good +1/+1 bonus, but only few plains in this
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# deck, and red/green slivers provide same or similar effects
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# Synchronous Sliver - Vigilance is nice, but sliver is blue and
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# pretty expensive
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#
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# Cards removed from the deck:
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# 20 dual lands - AI only uses the first "auto" rule for each
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# dual land. Therefore none of the chosen lands produced green
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# mana, the AI treated most dual lands as islands, and the deck
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# never got sliver production started.
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Mountain (TMP) * 4
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Muscle Sliver (H09) * 4
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Shifting Sliver (LGN) * 2
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Spinneret Sliver (TSP) * 3
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Striking Sliver (M14) * 3
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Two-Headed Sliver (TSP) * 1
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Winged Sliver (H09) * 3
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