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Re: [DTB] Miracle Control
I have cut Entreat for Mentor. It's doing really well for me, and has had an immediate impact on matchups that were a little sketchy, such as omni. You win so much faster. I have skewed some card choices specifically to make sure it is better, but not too far. I am back up to the full 4 Force of Wills in the maindeck, and maindecked Spell Pierce (over the sideboard Flusterstorms). It makes the deck significantly faster against things like MUD, where we can really struggle, and gives us earlier pressure against combo decks, where Entreat causes problems in the early game. It ends the game almost as fast, and is still a very resilient card.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
YamiJoey
I have cut Entreat for Mentor. It's doing really well for me, and has had an immediate impact on matchups that were a little sketchy, such as omni. You win so much faster. I have skewed some card choices specifically to make sure it is better, but not too far. I am back up to the full 4 Force of Wills in the maindeck, and maindecked Spell Pierce (over the sideboard Flusterstorms). It makes the deck significantly faster against things like MUD, where we can really struggle, and gives us earlier pressure against combo decks, where Entreat causes problems in the early game. It ends the game almost as fast, and is still a very resilient card.
This is interesting. Assuming you have 2 Entreats or 2 Mentors, are you actually likely to kill your opponent with Mentor faster than finding a Brainstorm or Jace for your Entreat? If you Entreat for 3 on turn 6, they die by turn 8. If you cast Mentor on turn 3, is a 5 turn clock not likely?
I think people overreact to miracle cards in their opener, is all I'm saying.
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Re: [DTB] Miracle Control
It allow you to not only cast a Mentor on 4 with many forms of protection, and then expect a kill very shortly after (T5?), but it also allows you to just make earlier value plays against decks like Shardless. Against fairer decks, just flooding the board with Creatures keeps things like Mongoose at bay, and stops Mirran Crusaders and other random garbage from putting you too far over the edge too quickly. One of the problems with DnT is just not having the ability to sit there and do nothing because they made a Cave or a Vial. Mentor lets you just happily chug along and block every turn. A lot of the time it just blanks them from attacking at all. A swift Brainstorm to the face means you get a few Mentor tokens that can trade off for all sorts of things. The only thing you're left cold to are Delvers, and big finishes like Gris which don't really count when we look at Creatures, anyway. It also forces your opponent to make blocking decisions. If you attack with a couple of 3/3's with Prowess because you cast a Top and a Ponder, suddenly you're looking at a lot of damage, but a block could mean losing their Goyf. There's also been an upswing in cards like Pyromancer being played, which are really frustrating to deal with. Mentor gets you there against those strategies as well, as they can't even just attempt to trade off tokens and keep the board small.
This is my list. I was attempting to write up a report of my win a box. (I came 9th on breakers after a draw in R2 and a loss to T1 Chalice for 1 against MUD in R4. ¬_¬)
Permanents: 13
4 Sensei's Divining Top
3 Counterbalance
2 Snapcaster Mage
2 Monastery Mentor
2 Jace, the Mind Sculptor
Spells: 26
4 Brainstorm
4 Ponder
2 Spell Pierce
4 Swords to Plowshares
1 Counterspell
4 Force of Will
3 Terminus
4 Dig Through Time
Lands: 21
1 Plains
4 Island
4 Flooded Strand
2 Polluted Delta
4 Scalding Tarn
3 Tundra
3 Volcanic Island
Sideboard
2 Path to Exile
2 Red Elemental Blast
1 Surgical Extraction
1 Counterspell
2 Pyroclasm
1 Wear // Tear
1 Terminus
1 Counterbalance
3 Vendilion Clique
1 Keranos, God of Storms
The main points I will make:
3 Terminus seems fine with the fourth in the board. People play around Terminus really well, generally. It's rarely the blowout it once was, and it's also slightly worse with the Mentor plan.
4 Dig Through Time was actually too many. I've been upping the numbers, but I think I may have pushed too far after playing with Omnishow and just casting Dig on T3 every game. I would definitely like to cut one, and it is either for a Counterspell or for a Land.
2 Path to Exile in the board was excessive. With the additional Terminus, I probably never brought the second in, but the first was definitely invaluable. (I may have boarded both in against MUD.)
Pyroclasm is awesome with Mentor. <3
3 Vendilion Clique is also a tad on the high side. I only ever brought two in.
I think I would like to cut the Dig for a Plains, and have access to cards like Council's Judgment out of the sideboard. There were a lot of problem permanents that I feel I never had answers to, but I think that with a slightly better prepared sideboard, I may not have needed them anyway. I'll be working on it and seeing if I can avoid WW outside of a hardcast Terminus.
Play of the day. My opponent casts a Show and Tell. I Clique in response (with just 3 Lands) and see Omniscience and Spell Pierce. I let the Show resolve and put in a Snapcaster Mage. Untap, REB the Omniscience. MWAHAHAHAAAA!
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Re: [DTB] Miracle Control
Didn't realize the tokens had Prowess. Still think killing the opponent the turn after you cast is ambitious, but that definitely makes it stronger.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
YamiJoey
Play of the day. My opponent casts a Show and Tell. I Clique in response (with just 3 Lands) and see Omniscience and Spell Pierce. I let the Show resolve and put in a Snapcaster Mage. Untap, REB the Omniscience. MWAHAHAHAAAA!
Nice kill, but don't get complacent. A good OmniTell player wouldn't go for it without protection unless they were 1) under pressure or 2) had something to cast off of Omniscience in order to at least get value out of it. If you only had 3 lands, there was no reason to go for it, so it was a blatant misplay on part of the OmniTell player.
The thing about ETA I prefer over Mentor is flying. But I will definitely try out Mentor and see how it works, will write back in like 2 months :P
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Re: [DTB] Miracle Control
I was going to win no matter what play I made, but REBing an on-board Omni was just so much fun I had to share it.
If you make a Mentor with around 6 lands in play, you will often be killing two turns later with countermagic until they die. With less lands (ie. t3) you are running a higher risk, but if you know you can go for it, then you're going to dominate the board at a much earlier point, and whilsy you might not win on T4, there's no way you're losing if you untap. It may not be faster when you play it later, but it's so much cheaper and more flexible. It does something other than win the game, and that's what I want from my win condition.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
YamiJoey
I was going to win no matter what play I made, but REBing an on-board Omni was just so much fun I had to share it.
If you make a Mentor with around 6 lands in play, you will often be killing two turns later with countermagic until they die. With less lands (ie. t3) you are running a higher risk, but if you know you can go for it, then you're going to dominate the board at a much earlier point, and whilsy you might not win on T4, there's no way you're losing if you untap. It may not be faster when you play it later, but it's so much cheaper and more flexible. It does something other than win the game, and that's what I want from my win condition.
I can dig that. Not sure that Mentor is the best way, but it certainly is intriguing, though have you found that it tends to turn on your opponents removal too much and you have to spend your counterspells to defend it being an issue? With Miracles being something like 10-15% of the meta, it seems like a fragile win-con in the mirror match.
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Re: [DTB] Miracle Control
Mentor is fine against spot removal, as you'll basically never play it without getting one at least one trigger unless you're playing against a deck that doesn't interact. As for the mirror, if people are keeping Terminus in post-board to deal with Mentor, that's fine by me.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
YamiJoey
If you make a Mentor with around 6 lands in play, you will often be killing two turns later with countermagic until they die. With less lands (ie. t3) you are running a higher risk, but if you know you can go for it, then you're going to dominate the board at a much earlier point, and whilsy you might not win on T4, there's no way you're losing if you untap. It may not be faster when you play it later, but it's so much cheaper and more flexible. It does something other than win the game, and that's what I want from my win condition.
Another thing I don't like about Mentor is that it forces you to expend resources to make it good. This means Brainstorming and Pondering at "bad" times. If you get blown out, you've wasted cantrips that otherwise would have helped you stabilize.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
presquepartout
Mentor is fine against spot removal, as you'll basically never play it without getting one at least one trigger unless you're playing against a deck that doesn't interact. As for the mirror, if people are keeping Terminus in post-board to deal with Mentor, that's fine by me.
I feel like a huge advantage of Miracles in the first place is that your opponent's pre-board removal suite is really bad, so making it live on one of the deck's already few win conditions seems like a huge risk. If they remove it after even one trigger, now you've spent 4 mana (Mentor + some spell since you can't assume it'll be FoW) and you have a 1/1 Prowess Monk, instead of spending 4 mana on 2 4/4 Flying Angels. Mentor only seems like the better option if you're "going off" with two Sensei's Tops, and if that's the plan I'd rather bring it in from the side in games where I know that will be a real option.
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Re: [DTB] Miracle Control
I've been enjoying mentor in the sideboard for matchups where removal is coming out. People side to fight the grindy game and don't have the best plan for a T3 mentor.
Recently I've been playing against a lot of shardless and punishing jund. I've been having decent success against shardless but jund has thrown me through a loop. It seems like everytime I play they pick my hand apart with hymns and other discard and I'm left on the entreat plan. The trouble is when I finally land an entreat I rarely have protection from pulse. What are you guys doing in the matchup and what are you boarding in against them, also what is your opinion on CB in the MU. I'm have mixed feelings about it because while they do have abrupt decay they lose the numbers game by not having card selection.
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Re: [DTB] Miracle Control
I just played Jund at an event last weekend, here's what I did (from memory, I think this is right). At the time, I was running the stock Ponder version (2 Dig, 3 Jace, 3 Snaps) with this sideboard:
1 Blood Moon
1 Engineered Explosives
1 Counterspell
2 Flusterstorm
2 Vendilion Clique
1 Pyroblast
2 Red Elemental Blast
1 Council's Judgment
1 Disenchant
2 Rest in Peace
1 Keranos, God of Storms
General strategies:
- Don't cast Entreat until you can end-step for lethal, as leaving them on the board opens you up to Maelstrom Pulse as you say
- Save your Brainstorms for playing around discard
- Dark Confidant is probably the only kill-on-sight creature
- Floating a CMC2 with Top effectively shuts off their Punishing Fire
- My opponent made a pretty good play by Thoughtseizing me, letting me flip my Top to counter it, then Wastelanding my fetchland to get rid of the Top permanently. I chose not to crack because I think the Top lock was way more important.
G2 changes:
-4 Counterbalance
-2 Jace
-2 Dig Through Time
+1 Engineered Explosives
+1 Counterspell
+2 Vendilion Clique
+1 Council's Judgment
+2 Rest in Peace
+1 Keranos, God of Storms
Between Abrupt Decay and Krosan Grip, Counterbalance would never stay in play anyways. You could probably make a case for cutting 2 StP instead of 2 Jace, but I felt like removing the Deathrites and Dark Confidants right away was important, and I suspected he'd be bringing in REB anyways. The rest is anti-graveyard, anti-Liliana, and Keranos because this game is going to go REALLY long. I won this match 1-0-1.
(Against Shardless BUG, the strategy is similar except you also bring in your REB/Pyroblasts, and board out the Entreats and FoW in addition to the Counterbalance. A resolved Jace is much harder for them to answer than attempting to tap out for Entreat).
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
PhyrexianLibrarian
- My opponent made a pretty good play by Thoughtseizing me, letting me flip my Top to counter it, then Wastelanding my fetchland to get rid of the Top permanently. I chose not to crack because I think the Top lock was way more important.
I imagine the Wasteland was in his hand during the Thoughtseize? I'm wondering if the right move there would have been to respond by fetching a basic before flipping the Top. Does a wasted shuffle opportunity (if he doesn't have Wasteland) hurt more than being down a land (if he has it)? I imagine it's partially based on how likely he is to have a Wasteland based on the number seen up to that point.
I'm not trying to criticize here, as I'm just a new Miracles player trying to learn. Thanks for the thoughts on the matchup! :cool:
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Re: [DTB] Miracle Control
Testing has shown that Jund still isn't a nightmare matchup for Miracles. There are cases and cards where you get totally mucked, but, Jund not having enough manipulation means it loses to itself more often than you think. I can't say the specifics because I'm part of a testing team, but Jund is a deck that's very alright, in general, at the moment. My Jund list has more manipulation and more dedicated Miracles hate in the board, and I think if anyone isn't running it as a Jund player, they're sadly mistaken.
-Matt
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Re: [DTB] Miracle Control
Edit: Matt, are you going to SCG Worcester? I'm a big fan of the podcast and would love to say hi :)
Quote:
Originally Posted by
kirbysdl
I imagine the Wasteland was in his hand during the Thoughtseize? I'm wondering if the right move there would have been to respond by fetching a basic before flipping the Top. Does a wasted shuffle opportunity (if he doesn't have Wasteland) hurt more than being down a land (if he has it)? I imagine it's partially based on how likely he is to have a Wasteland based on the number seen up to that point.
I'm not trying to criticize here, as I'm just a new Miracles player trying to learn. Thanks for the thoughts on the matchup! :cool:
This was game 1, it was the first Wasteland I'd seen, and he already had it in play, actually. He was using after the Top activation but before the Counterbalance trigger had resolved in response to his Thoughtseize. If I had cracked the fetch, not only would I have lost my Top, but there's no guarantee the Thoughtseize would have been countered. I can't remember what I had in my hand, but I knew I was going to be drawing into more land soon, so I decided re-establishing the soft-lock was worth being temporarily down a land.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
PhyrexianLibrarian
This was game 1, it was the first Wasteland I'd seen, and he already had it in play, actually. He was using after the Top activation but before the Counterbalance trigger had resolved in response to his Thoughtseize. If I had cracked the fetch, not only would I have lost my Top, but there's no guarantee the Thoughtseize would have been countered. I can't remember what I had in my hand, but I knew I was going to be drawing into more land soon, so I decided re-establishing the soft-lock was worth being temporarily down a land.
I definintely agree on the softlock. What i'm talking about is a stack like:
Fetchland
Top's second ability
Counterbalance Trigger
Thoughtseize
You'd grab your basic, put Top on library, resolve Counterbalance trigger, and counter Thoughtseize. Alternately, resolve fetchland then put Top's ability on the stack above Counterbalance.
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Re: [DTB] Miracle Control
I'd love to since I'd get to see a bunch of friends, but school is brutal. I should be studying for exams, but instead, I'm foruming. Any questions, comments, concerns, etc.? Hit me up.
-Matt
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Re: [DTB] Miracle Control
How could you not SB-in Disenchant or Wear//Tear against Jund? Is EE alone enough to stop Choke?
Keranos is not that good here, as supposed to BUG. Jund certainly would SB-in Red Blasts. Dodging discard and Red Blasts to get to 5 Mana for Keranos is almost a futile attempt.
I prefer the overloading strategy against Jund, as in both CB and RiP. You might not need all 4 CB, but I would rather give Jund enough AD targets to deplete his resources.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
twndomn
I prefer the overloading strategy against Jund, as in both CB and RiP. You might not need all 4 CB, but I would rather give Jund enough AD targets to deplete his resources.
This. Just because you fear Decay doesn't mean that they'll always have it. Countering even just 1 spell with CB is already value, giving you time enough time to sculpt your hand to the point that by the time they find an AD, you'll be able to have 4 Angels or some other wincon established.
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Re: [DTB] Miracle Control
Disenchant, RIP, and Council's Judgment are the only cards I'm scared of. You obviously have to run the gambit through STP and Terminus, but it can be done. Between Choke, Sylvan Library, Slaughter Games, REB, and the Punishing Fires engine, those are the cards that disrupt you the most. What are you cutting to keep Counterbalance in?
-Matt
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
kirbysdl
I definintely agree on the softlock. What i'm talking about is a stack like:
Fetchland
Top's second ability
Counterbalance Trigger
Thoughtseize
You'd grab your basic, put Top on library, resolve Counterbalance trigger, and counter Thoughtseize. Alternately, resolve fetchland then put Top's ability on the stack above Counterbalance.
OK that makes sense, yeah that probably would've been the best way to stack the triggers. It's hard to play at a decent speed while still keeping good notes.
I actually just totally forgot about Choke being in the board, whoops! Disenchant over Keranos makes a lot of sense in this matchup, but as Matt says, what do you cut instead of CB if you want to keep them in? Terminus? Ponder?
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
PhyrexianLibrarian
- My opponent made a pretty good play by Thoughtseizing me, letting me flip my Top to counter it, then Wastelanding my fetchland to get rid of the Top permanently. I chose not to crack because I think the Top lock was way more important.
Whenever someone plays a non-essential card with 1 cmc into a countertop I often assume they have some plan for if I don't find a 1 cmc card ontop to try and blow me out. Usually I would spin top and fetch in response to look at a fresh three before flipping my top.
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Re: [DTB] Miracle Control
Do people bring in RIP against Jund, or do you leave in your Snapcasters as I've found them one of your better cards against BGx, or do you simply leave both in and take the risk of non-bo'ing yourself? Generally, I don't bring in RIP against BGx, but I do run 3 Snaps instead of 2 a lot of people run (I also run Thopter/Sword as well which can be good against them most of the time). UWx vs BGx in all the formats feels like 50/50 to me. It's a fun MU.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
Sly
Do people bring in RIP against Jund, or do you leave in your Snapcasters as I've found them one of your better cards against BGx, or do you simply leave both in and take the risk of non-bo'ing yourself? Generally, I don't bring in RIP against BGx, but I do run 3 Snaps instead of 2 a lot of people run (I also run Thopter/Sword as well which can be good against them most of the time). UWx vs BGx in all the formats feels like 50/50 to me. It's a fun MU.
Saying stuff like BGx is too vague. There are BUG Delver, Shardless BUG, and Jund. They are very, very different.
vs Jund
If you don't bring in RiP, your Only Game Plan against Punishing Fire is to float 2 CMC with CB in play. Since CB will get Decayed at some pt, it's best to float another CB for reveal and as a back-up. If you drop 2 CB into play, yes you have insurance against AD, but you are still vulnerable to pulse and Liliana ultimate. Hence like I wrote many times, I overload here. Not only that, I would leave Snapcaster in. When it has no flashback target, it can still ambush Liliana, Confidant, BBE. As a general rule, don't rely on Snapcaster against Jund in the SB games. Don't think that you can always flashback that disenchant or Wear//Tear to get rid of Choke/Sylvan Library. It's very possible Snapcaster eats a blast on stack.
vs BUG Delver
This is where I blank by removing all CB. If the player's on Stifle BUG Delver, it is possible he would just stifle RiP's comes into play trigger. Not as solid as one might think. BUG Delver has to kill you via creature beats. Having 4 StP + 2~4 Blasts + Terminus + Snapcasters to recast removal pretty much ensure their win condition is not going to threaten your life total.
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Re: [DTB] Miracle Control
Okay so I'm going to a SCG tourney and I'm wondering how this board looks.
2 clique
2 flusterstorm
1 wear/tear
1 entreat
2 rip
2 EE
2 REB
1 Pyroblast
1 supreme verdict
1 izzet staticaster
I run the Schroder ponder list currently. Any recommendations? The only change I might make is dropping a flusterstorm as combo is kinda dead in favor of something else. Not sure what though.
Thoughts?
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
syntex7
Okay so I'm going to a SCG tourney and I'm wondering how this board looks.
2 clique
2 flusterstorm
1 wear/tear
1 entreat
2 rip
2 EE
2 REB
1 Pyroblast
1 supreme verdict
1 izzet staticaster
I run the Schroder ponder list currently. Any recommendations? The only change I might make is dropping a flusterstorm as combo is kinda dead in favor of something else. Not sure what though.
Thoughts?
I assume you mean the Schonegger list? :tongue:
Where are you playing that combo is kind of dead? I guess not too many people play combo after omnitell except for people dedicated to playing Storm. Are you playing at a meta you have knowledge of??? I ask because on a macro-scale omnitell is the second most played deck. I think that the numbers for that deck is mostly from Europe and Japan still, but I wouldn't be surprised if it starts getting more popular in the states soon.
The only slot that I kind of question is the two Rest in Peace. It's a good card obviously, but I think our gy dependent cards are so important in most match ups that it's better to play gy hate cards that don't dysynergize with Snapcaster and Dig. Unless you're playing the RIPs for meta reasons, maybe consider Relic, Containment Priest, or a split of the two???
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Re: [DTB] Miracle Control
I really like Containment Priest. It hits a lot of things and is a suitable clock. Being able to proactively deal with GSZ, S&T/Sneak Attack, Aether Vial, Reanimator, Dredge, etc. and at worst against bad combo MU's is a better Ambush Viper (X/2 lmao). I don't think I'd play Miracles without 2 in the SB.
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Re: [DTB] Miracle Control
Hello.
This is my first post in the Source, but I've been reading many posts (especially Miracles) for a long time. I am playing Miracles since almost two years now and now I want to say something to this discussion, too, because some things are here not really right, in my opinion.
Quote:
PhyrexianLibrarian
I just played Jund at an event last weekend, here's what I did (from memory, I think this is right). At the time, I was running the stock Ponder version (2 Dig, 3 Jace, 3 Snaps) with this sideboard:
The Jund matchup at first.
If you try to blank Decays, why do you board in Rip? The sense of blanking Decays is that they have NO good target and stuck in their hand until they hit a clique, snapcaster, single angel or something like that. In my opinion blanking against Jund is wrong, because you can't handle Punishing Fire and in the late game, without Counterbalance, he can easily make you 1-3 damage a turn with multiple groves. I would definetly bring in Blood Moon against Jund if you have one in your Sideboard, like you do. Wait until you opponent taps out, play it and kill thenceforth every deathrite shaman as soon as you see it. Against Jund assuming to your Sideboard I would board something like this:
-4 Force of Will
-3 Jace
-1 Dig throgh Time (Wouldn't cut all despite RIP, because it is after entreat the best card we have against Jund)
+1 Blood Moon
+1 Engineered Explosives
+2 Vendilion Clique
+1 Councils Judgment
+1 Disenchant
+2 Rest in Peace
Yes, I board out Forces. If your opponent necessarily wants his choke/lilian resolve, than he has many discards to take away what prevents him from resolving Choke / destroys choke. And in other cases 2 for 1 against a discard deck isn't good. Just try to get a Top and a plains into play and find one of your 4 answers to choke and the other permantents.
I think the Jund Matchup is at least 55-45 in our favor, if you know how to play. The most important thing is being patient. Don't sword Deathrite Shamain T1 unless your hand contains 3 Lands, 2 Swords, 2 Snapcaster and you can go for the "I kill simply every creature you play until I find entreat" tactic.
Quote:
I actually just totally forgot about Choke being in the board, whoops! Disenchant over Keranos makes a lot of sense in this matchup, but as Matt says, what do you cut instead of CB if you want to keep them in? Terminus? Ponder?
You really never board Cantrips, since all they do is finding your key cards in every matchup at the cost of one mana. Boarding out cantrips is just like boarding out your most important cards in your deck. Just don't do it, except your opponent is heavily on Chalice/Trinisphere. Then you might consider boarding out 2-4 Ponder. But in every other case, don't board them out.
Quote:
Against Shardless BUG, the strategy is similar except you also bring in your REB/Pyroblasts, and board out the Entreats and FoW in addition to the Counterbalance
And don't board out Entreat against shardless. It is almost as important in this matchup as it is in Jund. It wins games on the spot and just because they have 4 Counterspells (Fow) in their deck, doesn't means they can counter everything you do.
And about the Rip/Containment Priest/Relic discussion I just want to say that I am plaing 1 Relic and 1 Priest. It is great to be flexible like this, in my opinion. Even against decks like Grixis Delver/Control you can board Relic in, because you make their dig worse and if you need the extra card back, you can still crack relic and even have no card-disadvantage. Best thing is to crack relic in opponents turn to get a miracle :cool:
Regards
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
sdematt
Disenchant, RIP, and Council's Judgment are the only cards I'm scared of. You obviously have to run the gambit through STP and Terminus, but it can be done. Between Choke, Sylvan Library, Slaughter Games, REB, and the Punishing Fires engine, those are the cards that disrupt you the most. What are you cutting to keep Counterbalance in?
-Matt
Against Jund, with my list, I would board like this:
G2 on the Draw:
- 2-3 FoW (because I do want to FoW a Choke and/or Lili early game if they just have it.)
- 2 Jace
- 1 Supreme Verdict
- 0-1 Spell Pierce
G2 on the Play:
- 3 FoW
- 1 Jace
- 1 Verdcit
+ 2 V Clique
+ 1 Moat
+ 1 Rip
+ 1 Pithing Needle
+ 1 Wear/Tear (depending on what I've seen G1)
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
Freundla
If you try to blank Decays, why do you board in Rip? The sense of blanking Decays is that they have NO good target and stuck in their hand until they hit a clique, snapcaster, single angel or something like that. In my opinion blanking against Jund is wrong, because you can't handle Punishing Fire and in the late game, without Counterbalance, he can easily make you 1-3 damage a turn with multiple groves. I would definetly bring in Blood Moon against Jund if you have one in your Sideboard, like you do. Wait until you opponent taps out, play it and kill thenceforth every deathrite shaman as soon as you see it. Against Jund assuming to your Sideboard I would board something like this:
I board in RIP because it affects me a little bit (turning off Dig and Snapcaster), but affects them a lot (turns off Tarmogoyf, DRS, Punishing Fire, and Life from the Loam). It's the same logic as bringing in Blood Moon against BUG or UWR decks; it doesn't win the game, but it cripples their game plan so badly that it buys you all the time you need to win it for real. The idea isn't to blank Decays entirely, it's to replace a card that requires maintenance to shut them down (CB) with a card that shuts them down all at once. If you wait to play it until they have a full graveyard, it's back-breaking.
Quote:
And don't board out Entreat against shardless. It is almost as important in this matchup as it is in Jund. It wins games on the spot and just because they have 4 Counterspells (Fow) in their deck, doesn't means they can counter everything you do.
You're right that a resolved Entreat is very hard for Shardless to deal with, but they have so much more card advantage than you do that your ability to force through an Entreat is significantly lower. Jace is just as much of a threat, except easier to land and easier to keep around. I can see the logic of keeping them in, but I just haven't felt like it was necessary yet.
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Re: [DTB] Miracle Control
If they got deathrites and goyf, I like rest in peace as a speed bumb. If they have decay and a cruve, CB is probably getting cut. Snapcasters stay in because that RiP has to be removed for them to want me to rebuy swords. Entreat is the best wincon we got for Shardless/jund matchups, I'd board into a 3rd even.
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Re: [DTB] Miracle Control
So I've noticed a lot of the more traditional 4 ponder lists have been running 21 lands lately. I would think that the minimum would be 22-23 lands in order to be able to hit all of the land drops.
How do people feel about cutting down to that few lands?
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
PhyrexianLibrarian
You're right that a resolved Entreat is very hard for Shardless to deal with, but they have so much more card advantage than you do that your ability to force through an Entreat is significantly lower. Jace is just as much of a threat, except easier to land and easier to keep around. I can see the logic of keeping them in, but I just haven't felt like it was necessary yet.
Have you played against Shardless at all? Like, maybe one single game? That'd help a lot. You want as many Entreat the Angels as your deck can legally contain (hint: that's four) and not any less, unless you run less in your 75. Boarding them out is probably one of the dumbest things you can do.
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Re: [DTB] Miracle Control
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Originally Posted by
skyout
So I've noticed a lot of the more traditional 4 ponder lists have been running 21 lands lately. I would think that the minimum would be 22-23 lands in order to be able to hit all of the land drops.
How do people feel about cutting down to that few lands?
Uh..., what do you mean Lately? 4 Ponder Miracles is from last year, noticeably http://magic.wizards.com/en/events/c.../gpnj14#tabs-0
The reason you can run 21 is because you run 4 Ponder. Don't think that's a recent trend, the 4-21 is the general accepted commitment if you follow Schonegger's articles from last year.
As soon as you cut down the number of Ponder to 2 or 3, your Mana base will look more like this, http://magic.wizards.com/en/events/c...sts-2015-04-19 (winner YUTA TAKAHASHI), except the Japanese players are paranoid about Omni-tell so they play Wastelands to combat Boseiju.
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Re: [DTB] Miracle Control
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Originally Posted by
Bragi
Have you played against Shardless at all? Like, maybe one single game? That'd help a lot. You want as many Entreat the Angels as your deck can legally contain (hint: that's four) and not any less, unless you run less in your 75. Boarding them out is probably one of the dumbest things you can do.
I didn't want to say it in this way but you are 1000% correct. Same goes for Jund, BUG Delver, Junk, Bug Midrange (the oldscool Version), Goblins, Death and Taxes, Maverick, Merfolk. In fact, against almost every aggro/midrange deck you want entreat. Your maximum amount. Especially when they don't attack your manabase and don't counter.
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So I've noticed a lot of the more traditional 4 ponder lists have been running 21 lands lately. I would think that the minimum would be 22-23 lands in order to be able to hit all of the land drops.
I think Ein (or somebody else who is very good at deckbuilding) said, that you can cut 1 land for every 2 cantrips you additionaly play. -> 21 Lands, 4 Ponder is as fine as 23 Lands and no/one ponder.
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I board in RIP because it affects me a little bit (turning off Dig and Snapcaster), but affects them a lot (turns off Tarmogoyf, DRS, Punishing Fire, and Life from the Loam)
I know whats the effect of Rest in Peace, but lets say your opponent has a goyf. You have no AD targets in your deck but RIP, so its very likely that your opponent has an AD in hand. You play your RIP, the goyf goes on 0/1. Rarely you will hit a PFire, because if he plays good then he doesn't tap out his grove while having PFire in grave. Life from the Loam is a target to hit. But it is mostly a 1off from the board or something like this. Before he declares attackers he decays your RIP, fetches and the goyf is on 3/4 again. Believe me, I've tested the Jund matchup soo many times. With RIP, without RIP, with overloading, with blanking and I can certainly say that only RIP as AD targets is not good. In 70-80% it does almost nothing. Get away from your one memory when your opponent had 2 goyfs and a deathrite in play and you had a RIP which your opponent couldn't handle. This is so rarely going to happen.
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2-3 FoW (because I do want to FoW a Choke and/or Lili early game if they just have it.)
The 1 or 2off force you let in could be right. It is just my kind of play style to play without forces especially because it can be red blasted which would be backbreaking if your opponent tries to resolve choke or even lilli. But if it works good for you with a few forces postboard, let them in :wink:
Regards
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Re: [DTB] Miracle Control
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Originally Posted by
PhyrexianLibrarian
Wow I'm seeing a lot of people using their first post to call me stupid :P So much for healthy discussion.
Do you ever cut Entreat?
Nobody calls you stupid. But as he said it really sounds like you have tested the matchup not so many times. Entreat blocks agents, kills lilli/jace and err wins the game?
Surely you cut entreats against a amount of decks. Mostly against combo, where you need the slots, Sneak/Omnishow, ANT, TES. In the mirror you could cut it if you want more stack interaction instead of angels and against very few other decks (although I can think only of one at the moment, UWR Delver)
Regards
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Re: [DTB] Miracle Control
How is Schronegger list in actual meta????
Thanks
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
lemariont
How is Schronegger list in actual meta????
Thanks
There is no fixed 75 for me atm. The best thing I can offer you is take a look at these three lists, piloted by me and my friends Angelo and Johannes. The truth may be very well lying somewhere in between.
https://www.facebook.com/Ovinogeddon...75832965878028
As for new stuff, I'm afraid I won't be able to tell anybody anything until GP Lille is over, but if you take one of the three lists linked above you aren't doing anything wrong, in the contrary, you are playing a very good 75, no matter which one you are choosing. (they all hedge versus different things in the last few slots that they do not share)
EDIT: And my name is Schönegger, or Schonegger, if you will. Or just Philipp. But please don't butcher my name like that. Thank you.
EDIT2: Schroder and Schronegger on one page! That's amazing creativity right there! :)
Greetings
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Re: [DTB] Miracle Control
How did the main event go for you and Angelo? Surprised to see none of you in the t8.
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Re: [DTB] Miracle Control
Not Top8 = Failure in any way. So, pretty bad. :)
Greetings