4 {Island} 2 {Arid Mesa} 2 {Volcanic Island} 3 {Tundra} 4 {Flooded Strand} 2 {Scalding Tarn} 2 {Polluted Delta} 2 {Plains}
21 lands
3 {Snapcaster Mage}
3 creatures
2 {Spell Pierce} 2 {Counterspell} 4 {Swords to Plowshares} 4 {Brainstorm} 3 {Jace, the Mind Sculptor} 3 {Counterbalance} 2 {Entreat the Angels} 4 {Terminus} 4 {Force of Will} 4 {Sensei's Divining Top} 4 {Ponder}
36 other spells
Sideboard
1 {Batterskull} 1 {Council's Judgment} 1 {Pithing Needle} 2 {Vendilion Clique} 2 {Stoneforge Mystic} 1 {Red Elemental Blast} 2 {Flusterstorm} 1 {Engineered Explosives} 2 {Rest in Peace} 2 {Pyroblast}
15 sideboard cards
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Slightly modified 4-ponder build. Trying out the stoneforge package tonight.
Have u tried Keranos in miracles? I've been reading that's what's making his price go cray
Quote from: Bear RUG on September 10, 2014, 03:00:51 PM
Have u tried Keranos in miracles? I've been reading that's what's making his price go cray
That's not the only reason he's going crazy, he's just a 1-of in legacy.
I think Keranos is fine, it's great against BGx decks, the mirror, etc.
My problem with him is that he's a 5-mana sorcery, and while he's awesome if you play him on a stable board, he doesn't turn a bad board state into a winning one, which is what {Entreat the Angels} is able to do while still being awesome on a stable board.
Quote from: Taysby on September 10, 2014, 04:33:17 PM
+1 counterbalance?
3 is actually is quite common because you don't really want to get multiples
I have a very similar deck (no force of will or dual land as I am yet to own any) and I always find the 4th counterbalance useful, i sometimes sideboard one out in certain matchups. I think the benefits of having the 4th outweigh the negatives.
Having the 4th is fine, I prefer not to have 4 because it wouldn't let me play 4 ponder.
Went 2-2.
Lost in Round 1 to 12-Post 0-2
Lost in Roind 2 to Burn 0-2
Won in Round 3 against RUG 2-0
Won in Round 4 against Punishing Maverick 2-0
Hated Stoneforge and Batterskull, taking out for better things for the meta.
12 post is gnarly but I feel like miracles has some good tools to combat it. Bad draws, bad luck or do you think it's a bad matchup?
Quote from: Falcon182 on September 10, 2014, 10:52:32 PM
12 post is gnarly but I feel like miracles has some good tools to combat it. Bad draws, bad luck or do you think it's a bad matchup?
12-Post is Miracles worst matchup. Only way to win is get early tempo with snap and clique and hope to get a fast entreat. Their late game is better than us, and we can't counter land drops or Emrakul.
Quote from: ihasfrozen on September 10, 2014, 11:23:58 PM
Quote from: Falcon182 on September 10, 2014, 10:52:32 PM
12 post is gnarly but I feel like miracles has some good tools to combat it. Bad draws, bad luck or do you think it's a bad matchup?
12-Post is Miracles worst matchup. Only way to win is get early tempo with snap and clique and hope to get a fast entreat. Their late game is better than us, and we can't counter land drops or Emrakul.
Counter top lock and a counter for prime time seems to shut it down as they have to draw naturally into their lands. Seems like you can steal some away occasionally.
Quote from: Falcon182 on September 11, 2014, 12:01:55 AM
Quote from: ihasfrozen on September 10, 2014, 11:23:58 PM
Quote from: Falcon182 on September 10, 2014, 10:52:32 PM
12 post is gnarly but I feel like miracles has some good tools to combat it. Bad draws, bad luck or do you think it's a bad matchup?
12-Post is Miracles worst matchup. Only way to win is get early tempo with snap and clique and hope to get a fast entreat. Their late game is better than us, and we can't counter land drops or Emrakul.
Counter top lock and a counter for prime time seems to shut it down as they have to draw naturally into their lands. Seems like you can steal some away occasionally.
You have to set it up right away to stop their Expedition Map. They can also just repeal counterbalance end of turn, since 3 is hard to find for us. The show and tell plan is another thing we have to stop or we die.
They also have needle for Top/Jace, and Tops of their own, which helps them find the lands they need. They also don't need to even resolve prime time, though if it does resolve we lose.
Eventually the game devolves to a state where they have Eye of Ugin and enough mana to search for and cast Emrakul every turn, making Terminus worthless.
TLDR: You can steal a game, but the matchup is horrible.
Since you are taking out the Stoneforge package and looking for 3s, why not use the {Rest in Peace}/{Helm of Obedience} package? For example:
22 LANDS
5 Island
4 Flooded Strand
3 Tundra
2 Polluted Delta
2 Misty Rainforest
2 Plains
1 Volcanic Island
1 Scalding Tarn
1 Arid Mesa
1 Karakas
2 CREATURES
1 Venser, Shaper Savant
1 Vendilion Clique
21 INSTANTS and SORC.
4 Swords to Plowshares
4 Brainstorm
4 Force of Will
3 Terminus
2 Enlightened Tutor
2 Entreat the Angels
1 Counterspell
1 Ponder
16 OTHER SPELLS
4 Sensei's Divining Top
3 Jace, the Mind Sculptor
3 Rest in Peace
3 Counterbalance
1 Helm of Obedience
1 Blood Moon
1 Detention Sphere
This deck (with -1 {Counterbalance}, +1 {Elspeth, Knight-Errant}) took down a SCG Legacy Open: http://www.mtgtop8.com/event?e=4494&d=226075&f=LE
{Blood Moon} just stops some decks, {Rest in Peace} is great for winning some games you normally wouldn't have a chance in and combos with {Helm of Obedience}, {Detention Sphere} gives you an answer to {Show and Tell} (especially with {Enlightened Tutor}, {Venser, Shaper Savant} is a 4 with the bonus of being able to do a few interesting things (most notably slow down Sneak and Show).
The list you posted is from over a year ago, and has some pretty old tech. RIP Helm has mostly fallen by the wayside due to the prevalence of abrupt decay, so I'd rather avoid it (I also love snappy, and that's a nonbo).
I've never been a big fan of Venser in the 4 ponder builds, he fits more into Lossett's build that is more Legend heavy and has 2 Karakas.