Page 1 of 3 123 LastLast
Results 1 to 20 of 57

Thread: [DTB] UWx Miracle Control

  1. #1
    Predictor of Miracles
    Minniehajj's Avatar
    Join Date

    Aug 2015
    Location

    Columbus, OH
    Posts

    421

    [DTB] UWx Miracle Control



    Who Could Have Predicted? An Unexpected Miracle: The Return of the King


    I. Overview
    II. History
    III. Card Choices
    IV. Sample Decklists
    V. Sideboarding/Matchups
    VI. Tips/Tricks
    VII. Closing Thoughts


    I. Overview

    Miracles still lives! Miracle control has existed for quite some time, and has gone through numerous iterations since the printing of Terminus, up until April 24th, 2017, where the lynchpin of the deck, Sensei's Divining Top was banned. Since then, Miracle control has become a deck centered around the concept of card advantage, in the form of Predict and Jace, the Mind Sculptor alongside with tempo-recovery and enabling of Terminus. With the banning of Sensei's Divining Top, Miracle began to play more library manipulation effects; the most recent being Portent alongside the cantrip suite of Ponder and Brainstorm to manipulate the top cards of the library. It relies on a hard to answer win condition, namely Entreat the Angels and Monastery Mentor.

    All in all, Miracle Control has evolved since its lynchpin card got banned, and now exists within Legacy as a UW(x) control deck with many viable build paths, that seeks to 2-for-1 the opponent and take control of the game. With tools ranging from Snapcaster Mage to Terminus to Ponder to Counterspell, each card in the deck is a premium spell that has broad applications. With these qualities combined together, the Miracles pilot can sculpt the perfect hand with ease.

    DISCLAIMER: It should be noted, that this deck is not easy to play and requires a lot of time and effort to master. Because the deck presents the player with hundreds of options and lines, making the perfect decision becomes much harder, especially when the calculations begin factoring in future turns. However, if playing a powerful control role is your cup of tea, this is the deck for you.

    II. History

    Placeholder

    III. Card Choices

    Creatures:

    Snapcaster Mage: Any creature played in Miracles is played for its ability to disrupt the opponent and/or generate value. Snapcaster is the most common creature played in almost every Miracles variant. Considering the deck runs a good amount of cheap instants and sorceries the card is perfectly at home in this deck. While ideally used to flashback something, it is also perfectly fine to to use Snapcaster as an Ambush Viper when the game state warrants doing so, like when you want to get the pressure going early against a combo deck.

    Vendilion Clique: The second most common Miracles creature for the main deck. This card is not always featured in the main deck as Clique is hit-or-miss against fair decks. However, most lists run at least two in the sideboard for combo and control matchups. In a Delver heavy field this card is probably better left in the sideboard. If you expect more combo and blade decks though it might be better to have Clique in the main, depending on the rest of your deck’s configuration. Cliques provides a lot of disruption, alongside a clock, which the deck sorely needs in some matchups.

    Monastery Mentor: A powerhouse card in the pre-ban iterations of Miracles, Monastery Mentor allows you to convert all of the "air" the deck contains, the cantrip cartel, and gain incremental advantage as the game goes on. Eventually it'll win the game, and FAST. The downsides of this card include requiring resources to commit to make it powerful, while also being a 3 mana 2/2 vanilla creature, so it is slow and inefficient up front. However, Miracle control contains a suite of spells that work very well with Monastery Mentor, and is probably the current best deck in Legacy to facilitate the existence of the card. It can play both offensively and defensively, but it needs resources.


    Spells:

    Brainstorm: Assuming you have played even a little legacy you have certainly come across the format’s most iconic card. With Brainstorm and fetchlands every deck gets to play magic at a more consistent rate than usually since inherent gameplay variance like mana flood, dead draws, and such are significantly mitigated against with Brainstorm and other cantrips. This legacy staple is particularly important in Miracles as sometimes hands get cluttered with uncastable Miracle cards that need to eventually be put back on top to become live again. In addition to helping the deck making clunky miracle cards live again, Brainstorm has two other essential functions. Since it is an instant speed cantrip, we can use it to trigger miracle cards on our opponent’s turn.

    Ponder: Arguably the second best cantrip in the format, Ponder is a fantastic addition to the deck’s arsenal of weapons. Much like Brainstorm, the card excels at mitigating gameplay variance and can be used to set up Miracle spells and chain cantrips.

    Portent: One of the cards exclusive to the post-ban iterations of Miracles, it's essentially a worse version of Ponder, but has the unique capability of setting up opponent-turn Miracle triggers. It also allows you to play around such effects as Leovold, Emissary of Trest which definitely is relevant in Legacy today.

    Predict: The lynchpin of this new iteration of Miracles, Predict is a very interesting card, and before the ban (and to some less extent, even now), polarized a lot of the Miracles and control community. Predict, at face value, is an instant speed draw two, but requires setup. Before the ban, the setup was relatively easy since you always were able to manipulate the top of your library with Top, Counterbalance, Jace, and cantrips, but it's a bit more difficult now. However, the card is extremely important because a control deck can never truly pull ahead if all it's doing is trading one-for-one. Predict is one of the only true 2-for-1 effects within Legacy, creating literal card advantage in a format that, strangely enough, is rather lacking. There is a lot of theory behind the card, and was quite dominant in the pre-ban iterations towards the end, but is now a critical piece of the deck. A means to pull ahead, a means to instant-speed a miracle, and a means to start a counterbattle on the opponent's end step are all quite powerful.

    I have a short primer on the card, pre-ban, located here.

    Force of Will: The card that holds the format together. Being able to stop combo decks on the play with your opening hand is vital. In a deck whose goal is to make land drop the chances you can hard cast this in the late game is reasonable enough. Not only necessary against combo decks but may also be necessary against decks with cards or angles of attack Miracles can have a hard time deal with. There will be many times you will be siding Force of Will out. However, Force of Will is one of the format’s most powerful and intricate tools available to blue decks. Don’t auto-side it out in every fair MU just because it generates card disadvantage. Sometimes you need it so as to not die to cards like Aether Vial.

    Counterspell: Since we are a slow deck that seeks to go into the late game, it is important for us to have some hard counters in addition to Force of Will. Good ol’ Counterspell is our best option in that regard.

    Spell Pierce/Spell Snare/Flusterstorm: If you want to play more countermagic, you can play either of these or both in some combination, but they are quite narrow at times.

    Swords to Plowshares: Arguably the best removal spell in the format. It does not get more efficient than removing any creature for one mana and a card. Always play between three to four.

    Terminus: The removal spell to end all removal spells – Terminus. Released in Avacyn’s Restored, this card was a huge upgrade for UWx Control in Legacy for two major reasons. First, the card has a virtual CMC of 1 – this is the most efficient option available for the deck and a strict upgrade from its predecessor, Wrath of God. With all the selection and filtering present in the deck, accessing this card’s effect for the low cost of 1 mana is extremely easy to do. The low price of 1 mana also helps play around taxing counters like Spell Pierce and Daze. Second, the “Miracle” trigger enables Terminus to be cast at instant speed. This allows the Miracles player to cast the removal spell at times more opportunistic, whether it be during the opponent’s upkeep, end step, in response to a Brainstorm, or even after the opponent unsuspectedly deploys more creatures. Instant speed also means mana can be held up for counterspells instead. Terminus is also unique in that it gets around "dies" or destroy effects by putting creatures on the bottom of the library, which is almost always an upside compared to a lot of wrath effects. Without top, it's a lot less feasible to maintain the End Step miracle, but it's still completely powerful as a 1 mana draw step wrath, adding an unfair element to an otherwise fair control deck. Portent and Predict also enable it on the opponents turn, albeit at different times.

    Supreme Verdict: The other wrath the deck can play. While Terminus is more efficient, Verdict is always going to be reliable and doesn't necessarily rely on being "enabled." Verdict certainly has weaknesses: Requiring WW in the mana cost, as well as being 4 mana, make it difficult to align against any mana-taxing strategies like Death and Taxes and Delver w/ Stifles, and it also guaranteed to be a sorcery, making it hard to cast multiple spells in the same turn if you cast a 4 mana sorcery. Ultimately, it's up to you to decide if this sort of effect is something you're willing to play.

    Unexpectedly Absent: A new edition to the post-ban decklists, UA takes up what once had cards like Council's Judgment or Engineered Explosives, it started seeing play as an instant speed answer to troublesome resolved permanents. It also has some seemingly cute synergy with cards like Portent and Jace, the Mind Sculptor, as well as Predict. These interactions are far more powerful than they might first appear, and was a massive part of the first few iterations of the post-ban Miracles lists. Still played in many iterations, it creates a crux on turn 2 where the Miracles player could cast Counterspell, Predict, or UA, and creates a focal point for the opponent. Very powerful psychological factor as well.

    Engineered Explosives: Another anti-permanent answer card, EE is utilized very well in conjunction with Mentor, often generating 2-for-1 value while also acting as a powerful psuedo-sweeper. Played more in the Red or Black splash versions of the deck. Utilized heavily against Chalice of the Void decks, as well as
    any token or "wide" strategies such as Elves. An all around great, and sometimes hyper-efficient card.

    Council's Judgment: Was played a lot more often in the pre-ban iterations of Miracles, Council's Judgment is rather inefficient but has the higher upside of getting rid of pretty much any problematic nonland permanent. Excellent against True-Name Nemesis and Leovold, Emissary of Trest this card has the upside, when compared to UA and EE, always costing only 3 mana and having the ability to get rid of planeswalkers.

    Entreat the Angels: The other important Miracle card of this deck. While Entreat takes a good amount of setup, it helps this rather slow deck close out games quickly. This is the main reason that so many lists run Entreat as one of its win conditions still, and is resilient to any resource taxation, as well as being primarily uninteractable, outside of countermagic.


    Planeswalkers:

    Jace, the Mind Sculptor: Needing no introduction, Jace, the Mind Sculptor is one of, if not, the most powerful planeswalkers in all of Magic: The Gathering. Considered “better than all”, each of Jace’s four abilities are extremely relevant to the Miracles game plan. First and foremost, Jace’s value comes from the fact that he is a card advantage engine that doubles as a win condition. Jace’s Brainstorm ability is disproportionately powerful in Miracles than in other decks because it has the added benefit of resetting uncastable miracles. Additionally, since the deck has such concentrated raw power, each Jace Brainstorm pushes you forward by a huge amount, making it all the easier to drown the opponent out. The ultimate is also a realistic win condition that closes games quite frequently. However, this typically occurs once the game state has been locked down. As a control deck, the ideal deckbuilding scenario is one where there are as few win conditions as possible, as win conditions don’t always contribute to the deck’s primary game plan. So, that Jace is a win condition that forwards our plan and more makes it easily overqualified for slots in the list. The other two abilities of Jace are also amazing. Fate sealing (the +2 ability) is fantastic in that it allows you to disrupt your opponent’s draws while filtering your own. In conjunction with the cantrip suite, fate sealing yourself allows you to blaze through your deck at the same speed as Brainstorming each turn – the tradeoff here is sacrificing card advantage for a means to close the game, which can be correct in certain situations. Fate sealing the opponent deflects cards they might draw that can’t be easily handled. Lastly, the Unsummon effect on this planeswalker is relevant in that it is a pseudo creature removal spell that buys time to stabilize. For example, using the -1 ability on an Insectile Aberration is great since the opponent must now recast the Delver of Secrets AND have it flip, while also eventually buying back your own Snapcaster Mages in order to generate additional value. Jace’s only real downside is that it costs a whopping four mana, which sometimes is difficult to cast in a format like Legacy.

    Gideon, Ally of Zendikar: A walker that saw play in some small spots pre-ban, it's started to see a lot more testing in the post ban world. Gideon is unique because it cannot get bolted, isn't blue so it can't get pyroblasted, and costs more than 3 mana so it cannot get decayed, or killed byFatal Push for a multitude of reasons, Gideon excels at any fair matchup because it's extremely difficult to kill and will quickly create a dominant board presence. While still on the level of "fringe," Gideon is very powerful as the format continues to get more and more fair.


    Utility Lands:

    Karakas: Karakas is a strong utility land in Legacy, having wide applications across various matchups. Great against Leovold (sometimes), and other legendary creatures like Emrakul, the Aeons Torn, Griselbrand, and Iona, Shield of Emeria. Karakas is also very useful alongside your own legendary creatures, such as Venser, Shaper Savant as well as the aforementioned Vendilion Clique to create a sort of "lock" on the opponent and win via your value threats. There is, however, a cost associated with the inclusion of Karakas is that it is, at worst, a white source that gets wastelanded, but also doesn't tap for blue mana. Because Miracles is rather mana-color intensive, not all Miracles builds can facilitate the inclusion of it. To this end, Karakas is often only played in the UW versions of neo-Miracles, as the manabase in the splash variants is difficult to keep consistent while also playing Karakas.


    Common Sideboard Choices:

    Pyroblast/Red Elemental Blast: There are (arguably) two reasons to be splashing Red in neo-Miracles, and access to sideboard Blasts is one of them. The blasts excel at opposing blue strategies and opposing card advantage battles, namely any deck that utilizes Snapcaster Mage, True-Name Nemesis, Leovold, and Jace, the Mind Sculptor. A one mana counterspell for all of these effects, the card is extremely powerful and can be utilized extremely well with your own Snapcaster mages to break open blue mirror matches.

    Blood Moon: The other reason for most people to consider playing the red splash, Blood Moon is very polarizing and powerful in a bevy of matchups. Since our own fetchlands are a lot less powerful without Top in the deck, it's less of a detriment to shut them off, so Blood Moon seems more appealing. Used to shut down popular strategies such as 4c Leovold decks or Lands, Blood Moon is often a meta-dependent card and can sometimes be, simultaneously, the least sideboarded card AND the most powerful card in your sideboard.

    Back to Basics: If you're not playing red and still would like a lot of what Blood Moon does, Back to Basics is both a good replacement, but also sometimes an upgrade! The weakness in comparison to Blood Moon is that it allows the opponent to continue making land drops and cast spells, but Back to Basics doesn't ever really mess with your own mana, and still turns on fetchlands. Often sharing the same effect, there are a few cases where one is better than the other, but definitely a strong consideration when building a sideboard.

    Flusterstorm: One of the sideboard counterspells of choice for most Miracle pilots. Usually played as a two or three-of. Usually brought in against any combo deck, Delver decks with Stifle, and the Mirror. Extremely powerful alongside Snapcaster Mage as well, but kind of a pain to resolve correctly on MTGO! Beware!

    Surgical Extraction: The premium choice for graveyard hate for Miracles, due to it being "free," and not interfering with Snapcaster Mage's graveyard abilities. Since one of the premiere decks of the format is RB Reanimator, having a free form of disruption is extremely critical, and Surgical just does everything the deck wants to be doing against opposing graveyards.

    Disenchant/Wear//Tear: Referred to as an anti-annoying card, these cards were often grouped together and played based on your mana considerations. If you had a glut of red, and perhaps a mountain, Wear//Tear was often played because of its fuse upside, while Disenchant has no such requirement and is able to be played solely off of white mana. You see less copies of these cards than you used to, mainly because most decklists have access to main deck ways to interact with the cards you're normally using this on, Unexpectedly Absent. That being said, if lists move away from UA, then they will also be forced to add more copies of these in their sideboards.

    Pithing Needle: Generic hate. Mainly used for Sneak attack, Mother of Runes, Thespian's Stage, Aether Vial, Equipment, with many many other applications.

    Izzet Staticaster/Pyroclasm/Kozilek's Return: An additional red-based anti-creature effect, which one you use is often based on which matchup you want to target, while maintain\ing ancillary effectiveness against other decks. For example, Staticaster shines vs something like Infect and Elves, while still maintaining utility against Grixis Pyromancer/Delver and a slew of other decks, as it is a source of persistent removal. The one-of effects, Pyroclasm/Kozilek's Return, are primarily impressive when against a lot of x-2 decks, since they can kill both Young Pyromancer AND Deathrite Shama in one swoop. If you play these effects, these considerations are very important to make.

    Ethersworn Canonist: A card that only saw fringe play before the ban, this card/effect is rather important now since neo-Miracles is not able to lean on Counterbalance against the slew of combo decks that Legacy has to offer. Canonist is an anti-storm card, that you utilize against combo decks to primarily protect the Queen and hose them. While it has some dyssynergy alongside Snapcaster Mage, the power level of what it has to offer is often worth it alone.

    Leyline of Sanctity: A somewhat strange inclusion, at first glance, some lists have shifted away from Canonist as storm players begin to play more answers to the card, and towards Leyline which is often just as powerful, while less of a clock. Leyline offers some utility against Burn, as well as the Twirl/Lejay Grixis Pyromancer deck that attacks Miracles's hands. Definitely a strong consideration if you want to maintain your game plan without disruption against these decks.

    Containment Priest: Always a mainstay consideration in any white deck in Legacy, Containment Priest is very good at what it does. Hosing Show and Tell decks, as well as reanimation strategies and creature tutor strategies (Green Sun's Zenith and Natural Order), Containment Priest is quite powerful at accomplishing what you need her to do. Being 2 mana, however, requires that you play her alongside other cheaper, more efficient effects, and protect her as best as you can.


    IV. Sample Decklists

    Angelo Cadei's UWR Miracles:


    1 Engineered Explosives

    3 Snapcaster Mage
    2 Monastery Mentor

    4 Brainstorm
    4 Swords to Plowshares
    2 Unexpectedly Absent
    4 Force of Will
    2 Counterspell
    3 Predict
    2 Flusterstorm

    3 Tundra
    4 Flooded Strand
    3 Polluted Delta
    1 Arid Mesa
    2 Plains
    4 Island
    3 Volcanic Island

    2 Jace, the Mind Sculptor
    4 Ponder
    3 Portent
    4 Terminus

    2 Ethersworn Canonist
    2 Containment Priest
    2 Vendilion Clique
    1 Flusterstorm
    1 Disenchant
    2 Surgical Extraction
    3 Pyroblast
    1 Kozilek's Return
    1 Wear // Tear


    Whitefaces (Callum Smith's) UW Miracles:


    3 Snapcaster Mage

    3 Jace, the Mind Sculptor

    4 Ponder
    4 Portent
    4 Terminus
    1 Entreat the Angels

    4 Swords to Plowshares
    4 Brainstorm
    4 Predict
    4 Force of Will
    3 Counterspell
    2 Unexpectedly Absent

    3 Tundra
    5 Island
    3 Plains
    4 Flooded Strand
    3 Polluted Delta
    2 Arid Mesa

    SB:
    3 Flusterstorm
    3 Surgical Extraction
    3 Leyline of Sanctity
    2 Monastery Mentor
    2 Back to Basics
    1 Disenchant
    1 Vendilion Clique


    Johan Steurs's UWR Miracles


    3 Monastery Mentor
    4 Snapcaster Mage

    2 Counterspell
    2 Flusterstorm
    3 Predict
    4 Brainstorm
    4 Force of Will
    4 Swords to Plowshares

    1 Council's Judgment
    3 Portent
    3 Terminus
    4 Ponder

    3 Jace, the Mind Sculptor

    1 Arid Mesa
    2 Plains
    3 Scalding Tarn
    3 Tundra
    3 Volcanic Island
    4 Flooded Strand
    4 Island

    SB:
    2 Blood Moon
    1 Containment Priest
    1 Disenchant
    1 Engineered Explosives
    2 Ethersworn Canonist
    1 Flusterstorm
    1 Izzet Staticaster
    2 Pyroblast
    1 Red Elemental Blast
    2 Surgical Extraction
    1 Vendilion Clique



    V. Sideboarding/Matchups (Pulling Directly from Callum Smith's UW List)

    Mirror:
    -1 Plains
    -3 Swords to Plowshares
    -2 Terminus

    +3 Flusterstorm
    +2 Monastery Mentor
    +1 Vendilion Clique

    Sneak and Show:
    -1 Plains
    -4 Terminus
    -4 Swords to Plowshares

    +3 Flusterstorm
    +2 Surgical Extraction
    +1 Disenchant
    +1 Vendilion Clique
    +2 Monastery Mentor

    Death and Taxes:
    -3 Counterspell
    -1 Force of Will
    -1 Jace, the Mind Sculptor

    +2 Back to Basics
    +2 Monastery Mentor
    +1 Disenchant

    Elves:
    -1 Unexpectedly Absent
    -1 Counterspell

    +2 Monastery Mentor

    Bant Deathblade:
    -2 Swords to Plowshares
    -1 Force of Will

    +2 Back to Basics
    +1 Disenchant

    Esper Deathblade:
    -2 Swords to Plowshares
    -2 Force of Will

    +2 Monastery Mentor
    +1 Vendilion Clique
    +1 Disenchant

    UR Delver:
    -2 Predict
    -1 Counterspell
    -2 Jace, the Mind Sculptor

    +3 Flusterstorm
    +2 Monastery Mentor

    Moon Stompy:
    -2 Portent
    -1 Terminus

    +2 Monastery Mentor
    +1 Disenchant

    Eldrazi:
    -1 Portent
    -1 Ponder
    -3 Counterspell

    +2 Monastery Mentor
    +2 Back to Basics
    +1 Disenchant

    I've not played this matchup enough to know if Portent or Ponder is better/worse. Ponder is better for land drops, Portent for Terminus.

    BG Depths:
    -4 Terminus
    -1 Counterspell
    -1 Jace, the Mind Sculptor

    +2 Flusterstorm
    +3 Surgical Extraction
    +1 Disenchant

    Leylines might be good here, I've not played it with them yet.

    Aggro Loam:
    -2 Terminus
    -2 Portent
    -1 Force of Will

    +2 Monastery Mentor
    +2 Back to Basics
    +1 Disenchant

    Jund:
    -3 Force of Will
    -1 Counterspell

    +2 Back to Basics
    +2 Monastery Mentor

    Shardless:
    -1 Force of Will
    -1 Terminus

    +2 Monastery Mentor

    UB Landstill:
    -4 Terminus
    -1 Entreat the Angels
    -1 Swords to Plowshares

    +3 Flusterstorm
    +2 Monastery Mentor
    +1 Vendilion Clique

    Lands:
    -4 Terminus
    -3 Counterspell
    -1 Predict

    +3 Surgical Extraction
    +2 Back to Basics
    +2 Monastery Mentor
    +1 Disenchant

    BR Reanimator:
    -4 Terminus
    -1 Counterspell
    -2 Unexpectedly Absent

    +3 Flusterstorm
    +3 Surgical Extraction
    +1 Vendilion Clique

    Similar to Depths, Leyline might be good here, I haven't played it yet with them in the sb.

    4c Control:
    -2 Swords to Plowshares
    -2 Terminus
    -1 Unexpectedly Absent

    +2 Flusterstorm
    +2 Monastery Mentor
    +1 Vendilion Clique

    Infect:
    -3 Jace, the Mind Sculptor
    -2 Counterspell
    -1 Entreat the Angels

    +3 Flusterstorm
    +1 Vendilion Clique
    +2 Back to Basics

    Food Chain:
    -2 Swords to Plowshares
    -1 Force of Will

    +2 Monastery Mentor
    +1 Disenchant

    This matchup feels really bad, something to address. I didn't like Canonist vs it either very much as they can outgrind you easily.

    Burn:
    -2 Terminus
    -2 Jace, the Mind Scluptor
    -2 Predict
    -1 Counterspell
    -1 Force of Will

    +3 Flusterstorm
    +3 Leyline of Sanctity
    +2 Monastery Mentor

    Maverick:
    -3 Counterspell

    +2 Monastery Mentor
    +1 Disenchant

    Big Red:
    -4 Terminus
    -3 Jace, the Mind Sculptor

    +3 Flusterstorm
    +1 Disenchant
    +1 Vendilion Clique
    +2 Monastery Mentor

    Jace isn't bad in this matchup though, could be wrong to sb them out.

    WILL INCLUDE MORE NOTES AND MATCHUP ADDRESSES AT A LATER DATE


    VI. Tips and Tricks
    1. When playing against Wasteland Decks, and you have a fetch and a Predict you've set up, you can fetch, hold priority, cast Predict, to play around your opponents ability to "get you" via wastelanding your fetch land.

    WILL ADD MORE HERE AT A LATER DATE

    VII. Closing Thoughts
    Miracle Control continues to exist in Legacy, as a staple of the format. A natural gravitation towards anyone that played the old deck, its strengths and weaknesses are bit more polarized. I believe that this deck is here to stay and definitely deserves both respect and consideration when considering any Legacy tournament you might play in today.

    Special thanks to Anuraag Das, Callum Smith, Marcus Ewaldh, Nicklas Lallo, Anders Thiesen, Angelo Cadei and the rest of the Miracles cabal on helping both put Miracles back on the map in a post-Top world, as well as the work on this primer! Special thanks to Anthony DeLorenzi for the formatting and notation assistance!
    Last edited by Minniehajj; 07-18-2017 at 11:21 AM.
    Quote Originally Posted by B88 View Post

    People Use Statistics as a Drunk Uses a Lamppost — For Support Rather Than Illumination

  2. #2
    Predictor of Miracles
    Minniehajj's Avatar
    Join Date

    Aug 2015
    Location

    Columbus, OH
    Posts

    421

    Re: UWx Miracle Control

    Reserved for further content
    Quote Originally Posted by B88 View Post

    People Use Statistics as a Drunk Uses a Lamppost — For Support Rather Than Illumination

  3. #3
    Predictor of Miracles
    Minniehajj's Avatar
    Join Date

    Aug 2015
    Location

    Columbus, OH
    Posts

    421

    Re: UWx Miracle Control

    Reserved for further further content
    Quote Originally Posted by B88 View Post

    People Use Statistics as a Drunk Uses a Lamppost — For Support Rather Than Illumination

  4. #4

    Re: UWx Miracle Control

    Great work on this primer Minniehajj
    Delver | Shardless BUG | Miracles

  5. #5

    Re: UWx Miracle Control

    Thank you for your time and effort invested into this Primer!

    I think I can speak for all the Topless Miracles players when I say that we appreciate your work in trying to support this archetype.

  6. #6

    Re: UWx Miracle Control

    Very nice!

    I'd love to see some further discussion of general gameplay strategy. One topic is Portent -- especially when it is correct to Portent the opponent vs. yourself (i.e., how aggressive to be with Portent).

    Someday, a sideboarding guide for the main-deck Mentor version would also be of interest. (I'm never sure how 'correct' my sideboarding is.)

  7. #7

    Re: UWx Miracle Control

    Thanks for all the hard work. I've been looking forward to this SB guide for quite awhile.

  8. #8
    Predictor of Miracles
    Minniehajj's Avatar
    Join Date

    Aug 2015
    Location

    Columbus, OH
    Posts

    421

    Re: UWx Miracle Control

    Quote Originally Posted by AppallinglyDull View Post
    Very nice!

    I'd love to see some further discussion of general gameplay strategy. One topic is Portent -- especially when it is correct to Portent the opponent vs. yourself (i.e., how aggressive to be with Portent).

    Someday, a sideboarding guide for the main-deck Mentor version would also be of interest. (I'm never sure how 'correct' my sideboarding is.)
    Will definitely be addressing these points!
    Quote Originally Posted by B88 View Post

    People Use Statistics as a Drunk Uses a Lamppost — For Support Rather Than Illumination

  9. #9

    Re: UWx Miracle Control

    Quote Originally Posted by Minniehajj View Post
    Will definitely be addressing these points!
    Any reason why you don't recommend bringing in Back to Basics against Shardless? You recommend them against Jund, and Shardless has a manabase that's about equally as greedy as Jund, and also sometimes plays Creeping Tar Pit as well. I think BtB is great in that matchup. I know there's also the temptation to leave in some Forces to deal with Ancestral and Jace, but Forces are awful otherwise and you have red blasts/snapcasters to deal with those.

    Honestly though you should probably add an entry for 4c Control too, as much as I love Shardless it seems like most people have shifted over to that deck due to its improved combo matchups.
    Delver | Shardless BUG | Miracles

  10. #10

    Re: UWx Miracle Control

    Real glad to see that we've made it to 'Established Decks'

  11. #11

    Re: UWx Miracle Control

    Good work

  12. #12
    Foreign Black Border
    Lord_Mcdonalds's Avatar
    Join Date

    Jun 2012
    Location

    Houston, Texas
    Posts

    643

    Re: UWx Miracle Control

    It only took a banning but Miracles finally gets an updated primer

    Good work
    Quote Originally Posted by iatee View Post
    I still have a strong suspicion that if 'Thalia, Heretic Cathar' had been named 'Frank, Heretic Cathar', people would be a lot more skeptical of it.
    Quote Originally Posted by Goin Aggro View Post
    Ugh, there he goes again, talking about the girlfriend. We get it dude.

  13. #13
    To our Dark Mistress we do dedicate this performance.
    Dice_Box's Avatar
    Join Date

    Mar 2013
    Location

    A Tabernacle in some random Valley.
    Posts

    4,065

    Re: UWx Miracle Control

    Quote Originally Posted by Lord_Mcdonalds View Post
    It only took a banning but Miracles finally gets an updated primer

    Good work
    Yea, just on time too.
    It is better to ask and look stupid then keep your mouth shut and remain so.
    Quote Originally Posted by Spam View Post
    Do not make fun of lands masters, they've spent many years mastering the punishing fire technique in the secret loam monastery. Do not mistake them with the miracles masters, eternal rivals, they won't like it.
    Quote Originally Posted by DarthVicious View Post
    I hope your afterlife is filled with eternal torment.
    Quote Originally Posted by Dice_Box View Post
    Fuck. Which one of my quotes do I drop for this?
    Quote Originally Posted by DarthVicious View Post
    Something about how fun it is pulling the wings off flies and microwaving the neighbors cat?

  14. #14

    Re: [DTB] UWx Miracle Control

    Congratulations for the hard work! The new primer seems great!

    Nice for the deck to return in the DTB too.

    EDIT: Mainly for history/nostalgia reasons, a link to the old primer can be added.
    Last edited by Sefir; 07-16-2017 at 03:34 AM.

  15. #15
    Tomorrow belongs to those who prepare for it today.
    Hrothgar's Avatar
    Join Date

    Mar 2014
    Posts

    202

    Re: [DTB] UWx Miracle Control

    Very good work, Minniehajj!
    I hope now that we have a primer, we continue to discuss with the same passion and dedication, improving ourselves and THE archetype.
    Last edited by Hrothgar; 07-16-2017 at 10:36 PM.
    - Miracle
    - Infect
    - BUG
    - Death and Taxes

  16. #16
    Site Contributor
    Quasim0ff's Avatar
    Join Date

    Apr 2013
    Posts

    1,454

    Re: [DTB] UWx Miracle Control

    Welcome back. Right where we belong. Shout outs to Whitefaces, Alakazimdk, minnifer, Sam roukas, Johan Steurs and ozmandiguy.

    Sent from my ONEPLUS A3003 using Tapatalk

  17. #17

    Re: [DTB] UWx Miracle Control

    Regarding your sideboarding suggestions, what is the reasoning to bring in Monastery Mentor in the mirror? I always thought that was one of the weaker matchups for that card.

  18. #18
    Site Contributor
    Quasim0ff's Avatar
    Join Date

    Apr 2013
    Posts

    1,454

    Re: [DTB] UWx Miracle Control

    Quote Originally Posted by Kobal View Post
    Regarding your sideboarding suggestions, what is the reasoning to bring in Monastery Mentor in the mirror? I always thought that was one of the weaker matchups for that card.
    Because white cards shouldn't be in and it doesn't get flusterstorm or rebd.

    Sent from my ONEPLUS A3003 using Tapatalk

  19. #19

    Re: [DTB] UWx Miracle Control

    Awesome! Though the large paragraph about JTMS needs to be reworked. It mentions interactions with counterbalance and divining top, as if those cards were still in the deck. Seems like it was copy/pasted from somewhere.

  20. #20
    Predictor of Miracles
    Minniehajj's Avatar
    Join Date

    Aug 2015
    Location

    Columbus, OH
    Posts

    421

    Re: [DTB] UWx Miracle Control

    Quote Originally Posted by Kyuuri117 View Post
    Awesome! Though the large paragraph about JTMS needs to be reworked. It mentions interactions with counterbalance and divining top, as if those cards were still in the deck. Seems like it was copy/pasted from somewhere.
    Someone on reddit point this out, it's fixed now!
    Quote Originally Posted by B88 View Post

    People Use Statistics as a Drunk Uses a Lamppost — For Support Rather Than Illumination

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)