Miracles

Started by Mr_Fahrenheit, April 17, 2015, 06:55:48 AM

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cltrn81

I have never really looked at true legacy miracle lists but it seems like a control deck that waits to pop off a well timed entreat.  I think wasteland is synonymous with control decks is all I am saying.....could be wrong on this build though :)

ihasfrozen

Quote from: ConanEdo on April 18, 2015, 11:45:19 AM
Quote from: cltrn81 on April 18, 2015, 08:43:09 AM
I have never really looked at true legacy miracle lists but it seems like a control deck that waits to pop off a well timed entreat.  I think wasteland is synonymous with control decks is all I am saying.....could be wrong on this build though :)
Miracles values its land drops very highly. They don't want to screw around trying to deny mana when they can just set up a counterbalance lock.

Also, ignore Taysby >.>

All of this. Missing a land drop to waste your opponent while playing a deck that only wants to get to the long game (giving your opponent enough time to draw more lands anyway) doesn't make any sense. If you want to hate on greedy manabases in Miracles, play {Blood Moon}, {Back to Basics}, or {Ruination}.

Regarding creatures in Miracles, there are three choices maindeck: {Snapcaster Mage}, {Venser, Shaper Savant}, {Vendilion Clique}
You can consider running the following in the sideboard: {Stoneforge Mystic}, {Containment Priest}, {Ethersworn Canonist}, more of the maindeck options

Mr_Fahrenheit

TNN is used mostly as a beatdown, which couldnt oppose the miracles gameplan any more if it tried, or to lock down the board, which top + counterbalance +swords to plowshares/terminus already does a fantastic job of doing. If im running any creatures I would rather them be flash creatures with an etb effect and/or legendary to utilise karakas (since i have a few emrakul players in my playgroup I consider karakas mandatory).

cltrn81

What you guys are saying make a lot of sense.  Thanks for explaining ☺

Mr_Fahrenheit

Got rid of the mountain for an extra scalding tarn. Gonna keep it at 21 lands for now, but if it becomes a problem i will add another land, probably a 4th tundra or 4th scalding tarn.

Im pretty happy keeping the snapcaster mages, but im still not quite sold on only 1 vendilion clique.

Happy with the 4/1 split of force of will and counterspell.

I think im in a happy place right now with this deck.
Thank you everyone for your input (even Taysby)!

Mattao19

One last thing Joe Lossetts aka Papa Miracles play 1 fetchland in the SB so that's always an option :P

MacheteMable

What I found through my testing while building my miracles deck is that if you do not have a full play set of ponder you should really have 22 lands. Having ponder allows for 21 since you have more card selection. Having 2 ponder is iffy.

On the red splash. I'm playing UW solely for the monetary reason. If I had the funds to get volcs I would be use the splash is very easy and red elemental blast is just insane against every blue deck. It kills Jace, counterbalance, counters the counters, kills delivers (even though some delver lists make it bad) and helps against brainstorm.

I cannot advocate enough for back to basics in the board. It single handedly stops shardless bug, lands, and many other decks, but mostly shardless and helps significantly against 12 post if you can land it early enough. And any help against 12 post is extremely welcome.

Mr_Fahrenheit

3 mana is a lot for a card that also makes it difficult for yourself, plus you couldnt run less than 2, ideally 3. That means i would have to drop 2-3 cards that would dilute the deck. Not something i am really keen on doing. It would do a lot of work against those decks though.

MacheteMable

Quote from: Mr_Fahrenheit on April 29, 2015, 10:32:47 PM
3 mana is a lot for a card that also makes it difficult for yourself, plus you couldnt run less than 2, ideally 3. That means i would have to drop 2-3 cards that would dilute the deck. Not something i am really keen on doing. It would do a lot of work against those decks though.
It's a pros vs cons situation. Shardless and 12 post are horrid matches, shardless and cascade make things hard on miracles. 12 post is just terribad. Miracles is extremely efficient at playing with basics. It is completely possible to play without ever getting a dual into play. This makes back to basics a possibility without hurting yourself.

How much familiarity do you have with miracles?

Mr_Fahrenheit

I have been building it for the last 18 months. All im currently missing is 2 × tundra. Ive been testing with it off and on for the last year. There is no 12 post in my meta (thank god) and only 1 shardless sultai player.

What i meant to say was i already have the deck trying to go in more directions than i would like, im not going to dilute it further for a 3 drop card that only really gives me +EV in corner cases.

MacheteMable

Quote from: Mr_Fahrenheit on April 30, 2015, 02:31:50 AM
I have been building it for the last 18 months. All im currently missing is 2 × tundra. Ive been testing with it off and on for the last year. There is no 12 post in my meta (thank god) and only 1 shardless sultai player.

What i meant to say was i already have the deck trying to go in more directions than i would like, im not going to dilute it further for a 3 drop card that only really gives me +EV in corner cases.
Ah okay. If your meta doesn't have much of that then that's understandable. Still something I suggest considering in the sideboard because it's a hoser for anyone greedy. I think it's more effective than blood moon personally.