Flying, protection from spells and from permanents that were cast this turn When Emrakul leaves the battlefield, sacrifice all creatures you control
I also appreciate the treatment and border of this particular version of the card

Heres what I ended up with: Creatures (40) 1 Horned Sliver 1 Mnemonic Sliver 1 Muscle Sliver 1 Heart Sliver 1 Root Sliver 1 Blade Sliver 1 Synapse Sliver 1 Essence Sliver 1 Quick Sliver 1 Hunter Sliver 1 Hibernation Sliver 1 Basal Sliver 1 Bonesplitter Sliver 1 Dementia Sliver 1 Gemhide Sliver 1 Harmonic Sliver 1 Might Sliver 1 Opaline Sliver 1 Screeching Sliver 1 Telekinetic Sliver 1 Two-Headed Sliver 1 Battering Sliver 1 Darkheart Sliver 1 Dormant Sliver 1 Frenetic Sliver 1 Necrotic Sliver 1 Reflex Sliver 1 Sinew Sliver 1 Homing Sliver 1 Sliver Legion 1 Virulent Sliver 1 Chameleon Colossus 1 Sentinel Sliver 1 Striking Sliver 1 Battle Sliver 1 Megantic Sliver 1 Predatory Sliver 1 Galerider Sliver 1 Syphon Sliver 1 Manaweft Sliver Lands (38) Spells (21) 1 Sensei's Divining Top 1 Sylvan Library 1 Sol Ring 1 Aether Vial 1 Fellwar Stone 1 Darksteel Ingot 1 Patriarch's Bidding 1 Harsh Mercy 1 Cryptic Gateway 1 Greater Good 1 Unnatural Selection 1 Springleaf Drum 1 Distant Melody 1 Door of Destinies 1 Cauldron of Souls 1 Eldrazi Monument 1 Expedition Map 1 Nim Deathmantle 1 Call to the Kindred 1 Staff of Nin 1 Chromatic Lantern I decided to make this a true five-color Sliver deck, so with that in mind color-fixing was a priority

Six mana cards are generally not utility or answer cards which are the most useful to be able to tutor for, Treasure Mage will mostly go and find a win condition, which then begs the question as to why you are not just playing more win conditions or more effective draw spells
In the format with huge creatures which will benefit from trample, the answer is solidly yes
Upgrades are simple since its a matter of filling the deck with the best character cards