Originally Posted by
Minniehajj
A couple things: Your manabase seems shaky, and you also don't have a real endgame. Yes, JTMS and such are all powerful cards but the issue with this sort of control deck is that you are treading water very early and will often just die before your cards can convert into any sort of advantage. Miracles had 2 highlights associated with it, a threatening lock in the early game that created virtual card advantage, and then an endgame revolving around actual card advantage that was uninteractable. These lists, and things like it, have neither of those things, which is why you're seeing a lot of Stoneforge Mystic decks come out of the woodwork: It's something to do early that threatens the opponent and takes initiative, but it's also something you can use later to convert a card into a win condition. This deck is missing the former, and thus decks will be able to get under you a lot because of how clunky it can get.
I'm still soul searching myself, and I have a few ideas, but I think the baseline has to have some sort of early threatening set of permanents in order to take some semblence of a initiative. This is Legacy, where development during turns 1-3 are so utterly important, and multiple CS's and 1 for 1 trades while a lot of decks are playing multiple cards in those early turns with no real punishment anymore is a recipe for implosion.
Keep testing it, and I think you'll find a lot of this to be accurate as you play against the big 3 of Storm/Elves/Delver. I use this Big 3 as my litmus test for this Legacy format, at least for the next few weeks going into SCG Louisville, and ANYTHING I build or work on HAS to be reasonable vs those 3 decks. I have not found anything that satisfies all 3 in a manner that I'm happy with, sadly, so the search continues.