Re: [DTB] Miracle Control
Quote:
Originally Posted by
YamiJoey
Currently playing:
3
Plains5
Island1
Mountain1
Karakas4
Tundra4
Scalding Tarn1
Arid Mesa3
Tundra1
Volcanic Island1
Glacial Fortress
Though I can see the argument for an additional Volc here. I play the RiP/Helm build, with a Blood Moon and Engi in the Main deck. I have currently only been screwed when against Wastes when I was desperately trying to land a Blood Moon against a Maverick opponent and couldn't afford to find my single Volc. Other times I have been fine. (I played 4 Tundras at the time.) I think this mana-base is perfect for us, and I use an almost identical one in my Bant variant, replacing all Red with Green, though I am hoping to throw in Punishing Fire's and Groves at some point.
If your meta is full of greedy manabases, warranting a MD Moon, I could see this working. However the surprise effect probably decreases after your second tourney boasting that tech.
I would still miss those 3-4 fetches you dropped, since being able to shuffle every now and then is just golden for a deck with BS, Jace and Top.
Re: [DTB] Miracle Control
Re: [DTB] Miracle Control
Deriving from the fact that he plays 0 Flooded Strand I think this should mean:
4 Flooded Strand
3 Tundra
Greetings
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Einherjer
Deriving from the fact that he plays 0 Flooded Strand I think this should mean:
4 Flooded Strand
3 Tundra
Greetings
Blerg; this. So that's 9 fetches.
Blood Moon works against everyone. Nobody plays Wastes on Miracles, so no-one plays around that kind of thing. If you do, then I just don't make Blood Moon. It's THAT simple. Certain decks can't play around it, like 3-colour tempo, and the more midrange decks like Shardless.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
klaus
I was strictly referring to a preboard game. And yes: of course, we have cantrips, but in the hand I investigated, we didn't.
I was simply saying that we can draw into cantrips which can then draw us into removal, even if we don't have any in our opening hand. I admit that your hand is definitely a case where Force-ing a turn 1 mongoose is a possibility but if I have any sort of removal (non-STP) or cantrip, you can bet I'm keep my Force.
Quote:
Originally Posted by
klaus
Just to be clear: I wasn't promoting FOWing T1 Geese as a general approach, instead I presented a scenario that made this move feasible. What fringe cases come to your mind beyond that?
If they mulled to 6 or 5, I'd be more likely to Force, since it is less likely they will Force back or even have a backup threat.
Quote:
Originally Posted by
klaus
That's exactly the reasoning behind my approach to the given case. I even took it further and boiled it down to the #1 objective of surviving the early midgame as unharmed as possible against tempo decks featuring burn spells.
We do need to survive the midgame, but being unharmed can mean different things. One way is in terms of our life total. The other way is in terms of how strong our hand is compared to theirs. If I'm at 20 life in the mid game but I'm in top deck mode while staring down a Goyf, that is probably a worse situation than if I have a hand of 3 cards and at 12 life.
Quote:
Originally Posted by
klaus
Jace is the first card I'll gladly pitch to FOW against Aggro archetypes boasting Daze/Pierce, since he's simply irrelevant during the first 6 turns (aka. the early game) - and that's exactly when the winners of most of such games are decided.
The only time I could see myself casting a Jace on turn 4-6 is when I'm facing a desperate board state and am forced to bounce a Delver or Goyf just to have Jace eat some dmg and die to survive another 1-3 turns and eventually find a sweeper.
I agree, Jace is the card I'd pitch here. Just so we're clear, I'm not saying that in your situation your play is incorrect. I am just saying in general, given no other information, Forcing a turn 1 Mongoose is probably not the best play.
Quote:
Originally Posted by
klaus
That's a bold understatement: Geese will cost you an estimated average of 7-10 life if resolved on turn 1, with a cantripless hand such as the one above. And let me tell you I have seen a turn 1 Goose go all the way more than once. :smile:
Yeah, sure. Sometimes Delver does what Delver does and we get rolled. But in the long run, I've found that take 2-3 hits or even 4 hits is acceptable and I can find removal in time. And if know I will find my RIP, Terminus, or Explosives in that time, then Forcing would have been the incorrect play. Anyway, let's drop this. I will concede that the specific situation you brought up there is definitely an argument for Forcing the Mongoose but it is not the correct general strategy of Miracles.
EDIT: On the whole mana base issue, I thought I might chip in mine. I'm running this 22:
4 Flooded Strand
3 Misty Rainforest
2 Arid Mesa
3 Tundra
2 Volcanic Island
4 Island
2 Plains
1 Mystic Gate
1 Karakas
Sometimes I find that 3 Tundra is too much but there's also times where I find that 2 leaves me unable to fetch one at times. I still think that 3 is correct, supported by the miser Mystic Gate. I would never go less than 6 basics though. I really want to run the second Karakas but I don't want to cut another non-land card.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
klaus
Take the following scenario:
* G1, turn1, on the draw
* opponent turns out to be on RUG and drops a T1 Mongoose.
* Your hand: 2 Island, 1 Tundra, 1 STP, 1 FOW, 1 Jace, 1 Counterbalance
Given this scenario, I would rather hold my FoW almost every time. Not knowing what my draws would be, I'd plan to do something like Island go, Island go, Tundra -> Daze-proof Counterbalance with FoW backup. By this point you've likely drawn some more spicy cards, possibly even a Top or Brainstorm. Over the course of these three turns, you've taken a whopping 2 damage (3 if you count using the FoW to protect your CB). This sounds a whole lot better to me than FoWing their Goose on zero information and hoping that they don't have the Daze (which not only keeps them the Goose, but helps it Threshold faster).
Re: [DTB] Miracle Control
What do you guys think about a second Karakas and a Celestial Colonnade MD ?
The number of cards with a casting cost of 2 is very low in nearly all versions i have seen ( < 10 ). Don't you think it's a issue when you are heavily relying in Counterbalance (playing 3 or 4) not to be able to counter reliably at 2 ?
Is Ponder a necessity for you or not ?
Thank you.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Shaka1333
What do you guys think about a second Karakas and a Celestial Colonnade MD ?
The number of cards with a casting cost of 2 is very low in nearly all versions i have seen ( < 10 ). Don't you think it's a issue when you are heavily relying in Counterbalance (playing 3 or 4) not to be able to counter reliably at 2 ?
Is Ponder a necessity for you or not ?
Thank you.
The 2cc slot is a problem because the Terminus, Jaces, Entreats, Venser and Cliques push into the higher cmc's. However, since the days of Tarmogoyf-staredowns behind a Counterbalance the 2cc slot became suprisingly less relevant as the more important flipped cost are 1 (cantrips, discard, rituals), 3 (Clique, Show & Tell, Choke, KotR) and 4 (Jace, NO, Elspeth) and pretty much the worst/best 2-Drops in the format are Counterbalance, Hymn, Goofy, Bob, SFM, SCM, Infernal Tutor and Burning Wish.
For those you still have hardcounters or removal that get the Job done. It's not that creatures are that backbreaking to this deck anyways and as long as you can deny storm's mana, everythings fine.
Cel.Col isn't an option imo. It's slow, fragile, mana-intense and a horrible turn 1 play. A second Karakas however proofed it's usefullness against Reanimator, Sneak & Show, Elves (Ruric Thar) and the pesty Gardock Teeg/Thalia.
Re: [DTB] Miracle Control
Colonnade was bad. I may be tempted by it in a non-RiP build where I can use Wasteland and Cruicible, but until then I think it's just too slow. At the point it's good, it's better as a 'Walker.
I always like Karakas, though.
Re: [DTB] Miracle Control
So far I've had good experiences with Colonnade. I've only run into it twice, but in those times I 1.) Won the game on it's back, and 2.) Killed Elspeth to solidify my win instead of getting punched in the face two more times via a flying 4/4 Soldier to lose the game. I'm sure that as time goes on, it will not always allow for such game-turning plays, but for a one-of, I'd say its waaaay more solid than Glacial Fortress...
Here is my current mana base:
4 Strand
3 Tarn
2 Mesa
3 Tundra
1 Volcanic Island
1 Mystic Gate
1 Celestial Colonnade
1 Karakas
1 Seat of the Synod
3 Island
2 Plains
1 Mountain
A little greedy, not too bad though so far in testing. It's not greedy if I don't play greedy. If I play greedy, I occasionally get uber-wrecked by wasteland. A few people won't appreciate the basic Mountain, only 3 Island, and the Seat of the Synod along with the Colonnade, and I can see where they are coming from, but I'm fairly pleased with it. The mountain may become a 4th Island, but for now it needs more testing for my own peace of mind.
-ABC
Re: [DTB] Miracle Control
Hi everybody, my local metagame is moving to more and more tribals, BUG, and Deathblade, so i'm actually testing a blade version, Batterskull is awesome in all of this matchups!
the decklist is almost netdecked from a really strong italian player and is the following:
4 Flooded Strand
4 Misty Rainforest
3 Tundra
4 Island
2 Plains
1 Karakas
1 Arid Mesa
1 Academy Ruins
2 Volcanic Island
2 Stoneforge Mystic
2 Vendilion Clique
2 Snapcaster Mage
3 Force of Will
4 Sensei's Divining Top
3 Jace, the Mind Sculptor
4 Swords to Plowshares
3 Terminus
2 Entreat the Angels
3 Spell Pierce
1 Batterskull
1 Counterspell
4 Brainstorm
3 Counterbalance
1 Engineered Explosives
SB: 1 Force of Will
SB: 1 Terminus
SB: 2 Flusterstorm
SB: 1 Wear_Tear
SB: 1 Red Elemental Blast
SB: 2 Pyroblast
SB: 1 Pyroclasm
SB: 1 Engineered Explosives
SB: 2 Relic of Progenitus
SB: 2 Blood Moon
SB: 1 Sulfur Elemental
I have no simil- Glacial fortress lands because IMHO they limit the number of basics u could play, and playing Blood Moon in SB is better than have two lands that untap under Choke, i'm not too sold on the Arid Mesa, (9th fetch) because i have 11 shuffle effects with it and they migth be too much, if that wuold be replaced it would leave the MD for a Plains
I'm still testing the blood moons in SB, they are there to "easy win" some matches like Deathblade, Jund, Shardless BUG... does anyone has any experience with them?
and these are all my sb plans, i'm not really sure on them, any suggestions?
AnT 9
In 1 FoW 2 Flusterstorm 1 Reb 1 E.E. 1 Pyro 2 Relic, 1 Sulfur
Out 2 Eta 3 Terminus 3 Plow 1 Jace
Burn 4
In 1 FoW, 2 Flusterstorm, 1 Wear/Tear,
Out 1 Jace, 2 Terminus, 1 Eta
Canadian Threshold 7
In 1 Terminus, 2 Flusterstorm, 1 Engineered explosives, 2 Relic of Progenitus 1 Sulfur
Out 2 Jace TmS, 3 FoW, 2 Vendilion
Death and Taxes 5
In 1 Wear/Tear, 1 EE, 1 Sulfur Elemental, 1 Pyroclasm, 1 Terminus
Out 2 Vendilion Clique, 3 Spell Pierce,
Deathblade (Italian lists with Geists maindeck, no Confidants and 2 FoW MD) 7/6
In 3 pyro/Reb, 1 Pyroclasm, 1 Wear/Tear, 2 Blood Moon
Out 3 FoW, 3 pierce,
Elves 7
In 1 FoW, 1 Terminus, 1 Pyroclasm, 1 E.E., 1 Wear/Tear, 2 Flusterstorm
Out 2 Stoneforge Mystic, 1 Batterskull, 1 Vendilion Clique, 3 Spell pierce
Goblins 6
In 1 Terminus, 1 Pyroclasm, 1 Wear/Tear, 1 FoW, 1 E.E, 1 Sulfur
Out 3 Pierce, 3 CB
Jund 8
In 1 Wear/Tear, 1 E.E., 1 Pyroclasm, 1 Terminus, 2 Blood Moon, 2 Relic of Progenitus
Out 3 CB, 2 SfM, 1 Bskull, 2 Vendilion
Maverick 8
In 1 Wear/Tear, 1 E.E., 2 Relic, 1 Sulfur, 2 Blood Moon, 1 Pyroclasm/1 Terminus
Out 2 SfM, 1 BSkull, 3 Pierce, 2 Vendilion Clique
Merfolks 6
In 2 Pyroblast, 1 Red Elemental Blast, 1 Terminus, 1 E.E., 1Wear/Tear
Out 1 Jace, 3 Pierce, 2 Vendilion
Miracles 8
In 2 Flusterstorm, 1 Wear/Tear, 2 Pyroblast, 1 Reb, 1 E.E., 1 Sulfur Elemental
Out 2 SFM, 1 Bskull, 3 Terminus, 2 Plow
OmniTell 8
In 1 FoW, 2 Flusterstorm, 1Wear/Tear, 2 pyroblast, 1 ReB, 1 Sulfur elemental
Out 4 Plow, 3 Terminus, 1 Entreat the Angels
Patriot tempo. 7
In 2reb, 2 Flusterstorm, 1 Terminus 1 Wear/Tear, 1 Pyroclasm
Out 2 Jace, Tms, 3 pierce, 2 vendilion
Shardless BUG 6
In 2 Blood Moon, 3 Pyro, 1Terminus
Out 3 FoW, 3 CB
Sneak & Show 8
In 1 Sulfur Elemental, 2 Pyroblast, 1 Red Elemental Blast, 2 Flusterstorm, 1 Force of Will, 1 Wear/Tear
Out 4 Swords to Plowshares, 2 Entreat the Angels 1 E.E, 1 Terminus
all these plans are really sketchy, if any of you see something on what give me some indications it wuold be great!
Re: [DTB] Miracle Control
@Gros - Just a couple of observations:
Sulfuric Elemental: Did you find it good? It kills MoMs, thalia and the like, but also pumps mirrodin crusader, stoneforge and serra avenger. Wouldn't a Pyroclasm be better in its place?
Vs Canadian I would side in 2 Blood Moons, since if they haven't a creature in play and it resolves you have win.
Re: [DTB] Miracle Control
@kingtk3 the real power of sulfur elemental is that is so versatile! D&T is the classic matchup in which you side it in, but is very good vs. Thresh (it kills mongeeses), Mirror (can kill opposing Jaces in greedy mode), Maverick, is a clock vs. all the combo decks that doesn't require to you to tap at sorcery speed, almost shuts down Elspeth... it basically does almost always what you wanted it to do:) ok it can pump serra avenger and mirran crusader, but it shuts off on its own Mangara Thalia Mom, in the worst scenario it can chump Mirran after doing 2x0... it seems a good deal to me! pyroclasm is also good, but if oppo has mom mystic you look at your pyroclasm and basically cry :), same thing happens vs. Canadian Thresh mongeese 3/3 make it a dead off color card vs. a mana denial opponent, snare targettable... they are different cards and covers very different roles IMHO
Re: [DTB] Miracle Control
Thank you for your very interesting post Gros.
Concerning your sideboard plan, there are a few things i personally don't like :
RUG : why do you side out Vendilion Clique ? It's good at blocking Goose and Delver, seeing their hand is awesome and it allows you to resolve more easily your bombs. I also like to keep 2 FoW not to lose on tempo and to be able to resolve your gamebreaking threats more easily. The issue is that you already have way to much cards to side in and few to side out in this matchup which is the sign that there is something wrong in your 75.
D&T : No love for Vendilion Clique huh ? I value it more than the second and third CB and the third FoW is this matchup.
Elves : I wouldn't blindly side in Wear/Tear (for Choke i guess ?) because very few versions have it and i would keep V. Clique (again :p) as it's a very good card in the matchup (in addition to the classics seeing their hand, removing a NO or a Glimpse and putting back your miracles in your deck, they have litteraly no way to block it, so it's also a good kill)
Jund : I don't like keeping Force of Will in this matchup and i don't understand why you side out SFM + Batterskull, Batterskull is awesome against them.
Maverick : I like to keep my Spell Pierce in because they have quite a few very dangerous targets after board (Choke, Sylvan Library, Elspeth, GSZ). SFM + Batterskull seems good too. I don't like Relic and i'm not sure about Blood Moon but it's probably good.
I would side like that : + In 1 Wear/Tear, 1 E.E., 1 Sulfur, 1 Pyroclasm/1 Terminus, (2 Blood Moon)
Out : 2 Vendilion Clique ( :) ), 2 CB (they play Cavern of Soul and have ways to destroy it), 1 FoW (2 FoW)
Miracles : If they didn't see SFM game one, you may want to consider keeping it because they will probably have no way to deal with it (try to keep 3 manas open to avoid Wear). I don't like to keep to 2 StP neither.
OmniTell : Keep EoA and side out a Jace (quite bad in this matchup)
Patriot Tempo : Cliques seems better than Counterspell, EE and FoW here.
Sneak and Show : I don't really like terminus in this matchup. Sure sometimes you will win against an Emrakul but most of time you will die anyway if they have a Griselbrand or a Sneak Attack. Keeping EoA seems better because it's a 3 drop and because you need ways to close the game.
I hope this will help you and i will gladly debate about it if you think i'm wrong.
Cheers.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Gros
AnT 9
In 1 FoW 2 Flusterstorm 1 Reb 1 E.E. 1 Pyro 2 Relic, 1 Sulfur
Out 2 Eta 3 Terminus 3 Plow 1 Jace
I'd bring in the second Pyroblast over the EE. If you know it's ANT (you see Cabal Ritual), I wouldn't expect Empty the Warrens. Also, the Jace is more useful than the single Swords. It pitches to FoW and Fateseal is actually pretty good against storm decks in the late game.
Quote:
Originally Posted by
Gros
Burn 4
In 1 FoW, 2 Flusterstorm, 1 Wear/Tear,
Out 1 Jace, 2 Terminus, 1 Eta
I'd probably take out some Cliques over Terminus. 6cmc is useful and Cliques aren't very useful. Sending a Bolt effect to the bottom and having them draw another Bolt effect isn't helpful.
Quote:
Originally Posted by
Gros
Canadian Threshold 7
In 1 Terminus, 2 Flusterstorm, 1 Engineered explosives, 2 Relic of Progenitus 1 Sulfur
Out 2 Jace TmS, 3 FoW, 2 Vendilion
You can think about bringing in REBs since they nuke Delvers, but you already have Flusterstorms against their counters, so it's up to you. I wouldn't take out Cliques, like Shaka said trade with Delver and Goose. Snapcasters can probably come out since you're bringing in GY hate. I'd also probably rather have more Jace than the Sulfur Elemental.
Quote:
Originally Posted by
Gros
Death and Taxes 5
In 1 Wear/Tear, 1 EE, 1 Sulfur Elemental, 1 Pyroclasm, 1 Terminus
Out 2 Vendilion Clique, 3 Spell Pierce
Leave in the Cliques. D&T have a lot of variance draws, and Clique is also good against SFM. You can lose the FoWs probably.
Quote:
Originally Posted by
Gros
Deathblade (Italian lists with Geists maindeck, no Confidants and 2 FoW MD) 7/6
In 3 pyro/Reb, 1 Pyroclasm, 1 Wear/Tear, 2 Blood Moon
Out 3 FoW, 3 pierce
Seems fine. You might think about another Terminus though.
Quote:
Originally Posted by
Gros
Elves 7
In 1 FoW, 1 Terminus, 1 Pyroclasm, 1 E.E., 1 Wear/Tear, 2 Flusterstorm
Out 2 Stoneforge Mystic, 1 Batterskull, 1 Vendilion Clique, 3 Spell pierce
Since you have no Jitte in the board, SFM is agreeably lackluster here. Again, Clique seems good against their variance. I'm not sure if Flusterstorm is actually better here than Spell Pierce. I'd be inclined to say no, but I haven't experimented with it. Also, like Shaka said, Wear//Tear is meh. I'd rather board out Flusterstorm and Wear//Tear, leave in the Pierces, and if they do something like Choke, just counter it. Choke doesn't matter anyways if you have CBTop.
Quote:
Originally Posted by
Gros
Goblins 6
In 1 Terminus, 1 Pyroclasm, 1 Wear/Tear, 1 FoW, 1 E.E, 1 Sulfur
Out 3 Pierce, 3 CB
I feel like CB is more useful than FoW, but I suppose it could depend whether you're on the play or draw.
Quote:
Originally Posted by
Gros
Jund 8
In 1 Wear/Tear, 1 E.E., 1 Pyroclasm, 1 Terminus, 2 Blood Moon, 2 Relic of Progenitus
Out 3 CB, 2 SfM, 1 Bskull, 2 Vendilion
Again like Shaka said, SFM + BSkull is great against Jund. I'm not sure why you want Wear//Tear. I'd do something more like this:
+1 EE, +1 Pyroclasm, +1 Terminus, +2 Blood Moon, +2 Relic
-3 FoW, -3 Pierce, -1 Snapcaster
Quote:
Originally Posted by
Gros
Maverick 8
In 1 Wear/Tear, 1 E.E., 2 Relic, 1 Sulfur, 2 Blood Moon, 1 Pyroclasm/1 Terminus
Out 2 SfM, 1 BSkull, 3 Pierce, 2 Vendilion Clique
Again, Cliques and get rid of FoW. Bring in both Pyroclasm and Terminus. I'm unsure about Blood Moon. Probably leave SFM over that and something else.
Quote:
Originally Posted by
Gros
Merfolks 6
In 2 Pyroblast, 1 Red Elemental Blast, 1 Terminus, 1 E.E., 1Wear/Tear
Out 1 Jace, 3 Pierce, 2 Vendilion
Why Wear//Tear? Jace and Cliques are both good. You don't need FoW.
Quote:
Originally Posted by
Gros
Miracles 8
In 2 Flusterstorm, 1 Wear/Tear, 2 Pyroblast, 1 Reb, 1 E.E., 1 Sulfur Elemental
Out 2 SFM, 1 Bskull, 3 Terminus, 2 Plow
Leave in Terminus and take out Swords; Terminus dodges CB better if you need to resolve removal. Sulfur Elemental and Flusterstorm probably aren't as good as SFM.
Quote:
Originally Posted by
Gros
OmniTell 8
In 1 FoW, 2 Flusterstorm, 1Wear/Tear, 2 pyroblast, 1 ReB, 1 Sulfur elemental
Out 4 Plow, 3 Terminus, 1 Entreat the Angels
You can take out EE over Entreat. Leave in Jace for Blue count and potential late game Fateseals.
Quote:
Originally Posted by
Gros
Patriot tempo. 7
In 2reb, 2 Flusterstorm, 1 Terminus 1 Wear/Tear, 1 Pyroclasm
Out 2 Jace, Tms, 3 pierce, 2 vendilion
Probably take out FoW over Clique (trades with Delver and Geist). I'd try to leave in more Jaces too.
Quote:
Originally Posted by
Gros
Shardless BUG 6
In 2 Blood Moon, 3 Pyro, 1Terminus
Out 3 FoW, 3 CB
Seems fair.
Quote:
Originally Posted by
Gros
Sneak & Show 8
In 1 Sulfur Elemental, 2 Pyroblast, 1 Red Elemental Blast, 2 Flusterstorm, 1 Force of Will, 1 Wear/Tear
Out 4 Swords to Plowshares, 2 Entreat the Angels 1 E.E, 1 Terminus
I would leave in all the Terminus and take out SFM over the Entreats.
In general, I'd rather run RIPs than Relics in the board. Also, with zero Vensers and ORing effects, Show and Tell will be a really tough MU.
Re: [DTB] Miracle Control
"Quote Originally Posted by Gros View Post
OmniTell 8
In 1 FoW, 2 Flusterstorm, 1Wear/Tear, 2 pyroblast, 1 ReB, 1 Sulfur elemental
Out 4 Plow, 3 Terminus, 1 Entreat the Angels
Shaka1333
OmniTell : Keep EoA and side out a Jace (quite bad in this matchup)
Dzra
You can take out EE over Entreat. Leave in Jace for Blue count and potential late game Fateseals."
I have the same exerience and oppinion like Dzra on the Omni-Tell match up. I played (UWR Miracles with Moat MD) in a tournament against Omni-Tell (which is my other favourite deck). Second turn CB-Top and later Jace gave a total lock with Brainstorm and Clique on the top of my library. I lost pre board but won both games postboard.
Re: [DTB] Miracle Control
Thanks to all of you for the time dedicated to me, i will respond to Dzra because his post basically contains the UB control and the Shaka ones'
let's start :)
Quote Originally Posted by Gros View Post
AnT 9
In 1 FoW 2 Flusterstorm 1 Reb 1 E.E. 1 Pyro 2 Relic, 1 Sulfur
Out 2 Eta 3 Terminus 3 Plow 1 Jace
Quote:
I'd bring in the second Pyroblast over the EE. If you know it's ANT (you see Cabal Ritual), I wouldn't expect Empty the Warrens. Also, the Jace is more useful than the single Swords. It pitches to FoW and Fateseal is actually pretty good against storm decks in the late game.
you maybe right on this, maybe i'm too afraid of Xantid Swarm, refreshing this Sb plan we have this:
In 1 FoW 2 Flusterstorm 1 Reb 2 Pyro 2 Relic, 1 Sulfur
Out 2 Eta 3 Terminus 4 Plow
Quote Originally Posted by Gros View Post
Burn 4
In 1 FoW, 2 Flusterstorm, 1 Wear/Tear,
Out 1 Jace, 2 Terminus, 1 Eta
Quote:
I'd probably take out some Cliques over Terminus. 6cmc is useful and Cliques aren't very useful. Sending a Bolt effect to the bottom and having them draw another Bolt effect isn't helpful.
V. Clique IMHO would stay in to apply pressure to the opponent, even if it's ability is obviously underwhelming but il'll test it out even if Terminus seems equally underwhelming if not for it's 6 cmc.
then:
In 1 FoW, 2 Flusterstorm, 1 Wear/Tear,
Out 1 Jace, 2 V. Clique, 1 Eta
Quote Originally Posted by Gros View Post
Canadian Threshold 7 (RUG Delver)
In 1 Terminus, 2 Flusterstorm, 1 Engineered explosives, 2 Relic of Progenitus 1 Sulfur
Out 2 Jace TmS, 3 FoW, 2 Vendilion
Quote:
You can think about bringing in REBs since they nuke Delvers, but you already have Flusterstorms against their counters, so it's up to you. I wouldn't take out Cliques, like Shaka said trade with Delver and Goose. Snapcasters can probably come out since you're bringing in GY hate. I'd also probably rather have more Jace than the Sulfur Elemental.
i really don't like siding in Rebs for dealing with Delvers since we would need to succesfully fetch on Volcanic early giving our opponent more ways to manascrew us, i boarded out cliques because IMHO is pretty hard for it to slalom between dazes, FoWs, Bolts, Rebs and succefully trade with a mongoose, i left in both Snapcasters because if we have relic online we are winning then we don't need it too much, then if we don't have relic online we'd like to draw it and use it, then Relic isn't a "hard GY card", so it can coexhist on board with snappy if used carefully Jace has been cut because of it's high cmc and because it has hard time dealing with Rebs and mongooses.
maybe i can try something like this one but i'm not totally sold on it:
In 1 Terminus, 2 Flusterstorm, 1 Engineered explosives, 2 Relic of Progenitus
Out 1 Jace TmS, 3 FoW, 2 Vendilion
Death and Taxes 5
In 1 Wear/Tear, 1 EE, 1 Sulfur Elemental, 1 Pyroclasm, 1 Terminus
Out 2 Vendilion Clique, 3 Spell Pierce
Quote:
Leave in the Cliques. D&T have a lot of variance draws, and Clique is also good against SFM. You can lose the FoWs probably.
FoW originally stayed in because i did it so when i played 4 in MD for getting rid of vial, now that i have 3 it seems right to board them out, i found V. Clique underwhelming vs. D&T since he plays 3 karakas MD but the effect vs. stoneforge is totally worth it actually then:
In 1 Wear/Tear, 1 EE, 1 Sulfur Elemental, 1 Pyroclasm, 1 Terminus,
Out 3 FoW, 2 Spell Pierce
Quote Originally Posted by Gros View Post
Deathblade (Italian lists with Geists maindeck, no Confidants and 2 FoW MD) 7/6
In 3 pyro/Reb, 1 Pyroclasm, 1 Wear/Tear, 2 Blood Moon
Out 3 FoW, 3 pierce
Quote:
Seems fine. You might think about another Terminus though.
Terminus compete with the pyroclasm's slot in here, the advantage of the first is that can easily kill Geist equipped, the latter can't, but the latter require way less setup, i think it's still debatable
Quote Originally Posted by Gros View Post
Elves 7
In 1 FoW, 1 Terminus, 1 Pyroclasm, 1 E.E., 1 Wear/Tear, 2 Flusterstorm
Out 2 Stoneforge Mystic, 1 Batterskull, 1 Vendilion Clique, 3 Spell pierce
Quote:
Since you have no Jitte in the board, SFM is agreeably lackluster here. Again, Clique seems good against their variance. I'm not sure if Flusterstorm is actually better here than Spell Pierce. I'd be inclined to say no, but I haven't experimented with it. Also, like Shaka said, Wear//Tear is meh. I'd rather board out Flusterstorm and Wear//Tear, leave in the Pierces, and if they do something like Choke, just counter it. Choke doesn't matter anyways if you have CBTop.
Guess you're right in this case i ususally choose before boarding if i wanna side or not at alla vs. choke, in this case i choose i don't care 'bout it then:
In 1 FoW, 1 Terminus, 1 Pyroclasm, 1 E.E., 2 Flusterstorm
Out 2 Stoneforge Mystic, 1 Batterskull, 3 Spell pierce
Quote Originally Posted by Gros View Post
Goblins 6
In 1 Terminus, 1 Pyroclasm, 1 Wear/Tear, 1 FoW, 1 E.E, 1 Sulfur
Out 3 Pierce, 3 CB
Quote:
I feel like CB is more useful than FoW, but I suppose it could depend whether you're on the play or draw.
i think that boarding out or keepin in pierces could depend if we're OtP or OtD, but in my place people usually plays Vials and cavern of Souls, and with their "strange" mana curve CB would result totally underwhelming IMHO, the motivation to keep it in is that maybe it can bait a Krosan instead of BSkull, but if our opponent is good i guess this would be really hard. The reasoning behind keeping FoWs in is the same vs. D&T, but here i board in the 4th too then i guess it may works
Quote Originally Posted by Gros View Post
Jund 8
In 1 Wear/Tear, 1 E.E., 1 Pyroclasm, 1 Terminus, 2 Blood Moon, 2 Relic of Progenitus
Out 3 CB, 2 SfM, 1 Bskull, 2 Vendilion
Quote:
Again like Shaka said, SFM + BSkull is great against Jund. I'm not sure why you want Wear//Tear. I'd do something more like this:
+1 EE, +1 Pyroclasm, +1 Terminus, +2 Blood Moon, +2 Relic
-3 FoW, -3 Pierce, -1 Snapcaster
i Found this sb plan totally weak to choke, no way to deal with it, and little ways to deal with Lili IMHO, i boarded out alla the decay targets to make him draw a little more dead, then i guess mistic could really hard vial in a BSkull dodging P.Fire, Decays, Thoughtseizes, Tourachs, Lilianas...
but if your suggestions are inspired by test sessions i will totally test it out even if i respectfully disagree.
Quote Originally Posted by Gros View Post
Maverick 8
In 1 Wear/Tear, 1 E.E., 2 Relic, 1 Sulfur, 2 Blood Moon, 1 Pyroclasm/1 Terminus
Out 2 SfM, 1 BSkull, 3 Pierce, 2 Vendilion Clique
Quote:
Again, Cliques and get rid of FoW. Bring in both Pyroclasm and Terminus. I'm unsure about Blood Moon. Probably leave SFM over that and something else.
here i didn't explain myself well, i was referring to Punishing Dark Maverick, Fow is here because for him is a joke to play around pierces, then a resolved Elspeth or Choke can kill uson it's own, Blood moon could be a good plan, SFM vs. P. fires qasalis, krosans, and all the rest has a real hard time IMHO. Clique could be good, but there's no more cards to cut MD IMHO
Quote Originally Posted by Gros View Post
Merfolks 6
In 2 Pyroblast, 1 Red Elemental Blast, 1 Terminus, 1 E.E., 1Wear/Tear
Out 1 Jace, 3 Pierce, 2 Vendilion
Quote:
Why Wear//Tear? Jace and Cliques are both good. You don't need FoW.
Totally agree, which is the precise use of Vclique here? discard resp to Vial activation?:
In 2 Pyroblast, 1 Red Elemental Blast, 1 Terminus, 1 E.E., 1 Pyroclasm ?
Out 3 Pierce, 3 FoWs,
Quote Originally Posted by Gros View Post
Miracles 8
In 2 Flusterstorm, 1 Wear/Tear, 2 Pyroblast, 1 Reb, 1 E.E., 1 Sulfur Elemental
Out 2 SFM, 1 Bskull, 3 Terminus, 2 Plow
Quote:
Leave in Terminus and take out Swords; Terminus dodges CB better if you need to resolve removal. Sulfur Elemental and Flusterstorm probably aren't as good as SFM.
Flusterstorm was here for not letting the opponent resolves EtA because i always thought Terminus would be a dead draw, but is actually better than Plow:
In 1 Wear/Tear, 2 Pyroblast, 1 Reb, 1 E.E.,
Out 1 Terminus, 4 Plow
Quote Originally Posted by Gros View Post
OmniTell 8
In 1 FoW, 2 Flusterstorm, 1Wear/Tear, 2 pyroblast, 1 ReB, 1 Sulfur elemental
Out 4 Plow, 3 Terminus, 1 Entreat the Angels
Quote:
You can take out EE over Entreat. Leave in Jace for Blue count and potential late game Fateseals.
Totally right, jace is still in there:
In 1 FoW, 2 Flusterstorm, 1Wear/Tear, 2 pyroblast, 1 ReB, 1 Sulfur elemental
Out 4 Plow, 3 Terminus, 1 EE
Quote Originally Posted by Gros View Post
Patriot tempo. 7
In 2reb, 2 Flusterstorm, 1 Terminus 1 Wear/Tear, 1 Pyroclasm
Out 2 Jace, Tms, 3 pierce, 2 vendilion
Quote:
Probably take out FoW over Clique (trades with Delver and Geist). I'd try to leave in more Jaces too.
FoWs were there to deal with Geists, is boarding in Blood Moons a bad idea in here? again i think Vendilion is a lot fragile to get to trade with geists.. but let see:
In 2reb, 2 Flusterstorm, 1 Terminus 1 Wear/Tear, 1 Pyroclasm
Out 1 Jace, Tms, 3 pierce, 3 FoW
Quote Originally Posted by Gros View Post
Sneak & Show 8
In 1 Sulfur Elemental, 2 Pyroblast, 1 Red Elemental Blast, 2 Flusterstorm, 1 Force of Will, 1 Wear/Tear
Out 4 Swords to Plowshares, 2 Entreat the Angels 1 E.E, 1 Terminus
Quote:
I would leave in all the Terminus and take out SFM over the Entreats.
ok let's try this:
In 1 Sulfur Elemental, 2 Pyroblast, 1 Red Elemental Blast, 2 Flusterstorm, 1 Force of Will, 1 Wear/Tear
Out 4 Swords to Plowshares, 2 SFM, 1 BSkull 1 E.E,
Quote:
In general, I'd rather run RIPs than Relics in the board. Also, with zero Vensers and ORing effects, Show and Tell will be a really tough MU.
I think RIP is totally> relic if played maindeck, but post board Relic IMHO is more versatile because it isn't so "hard", it can be played in different modes and vs combo you can make tricks like hiding Fow with BS in resp to discard effect, then draw it in resp to his tutor/AN/PiF emptying graves, plus it cicles itself on desperate moments, and it can trigger miracles at instant speed in absence ot Top and it leaves room to play Snappy, regarding the SHow and something matchups i guess you're roght what would you eventually cut MD for a Venser?
If anyone of you have some more perplexity let me know it
thanks for the help and the time
Re: [DTB] Miracle Control
Yeah ... now that i think more about it, Jace seems good in the OmniShow matchup because you have the CB lock factor... i was thinking about my experience with Esperblade where Jace is worst in the matchup.
Re: [DTB] Miracle Control
Top32 at Ovino8, list and report to come.
Re: [DTB] Miracle Control
Report is up: http://www.mtgthesource.com/forums/s...l=1#post754702
List was very good in this very meta, which consited of quite some Miracles. I liked pretty much everything, only thing I am unsure about is the amount of red sources... I might want a 3rd one somewhere.
4 Tundra
2 Volcanic Island
1 Karakas
4 Island
2 Plains
4 Flooded Strand
3 Polluted Delta
2 Arid Mesa
3 Counterbalance
2 Counterspell
3 Spell Pierce
4 Brainstorm
4 Force of Will
2 Terminus
1 Supreme Verdict
2 Entreat the Angels
2 Vendilion Clique
4 Swords to Plowshares
3 Jace, the Mind Sculptor
4 Sensei's Divining Top
2 Snapcaster Mage
1 Engineered Explosives
1 Ponder
SB: 3 Rest in Peace
SB: 1 Engineered Explosives
SB: 2 Pyroclasm
SB: 2 Red Elemental Blast
SB: 1 Pyroblast
SB: 2 Wear // Tear
SB: 2 Flusterstorm
SB: 1 Entreat the Angels
SB: 1 Counterbalance
Greetings