Re: [DTB] Miracle Control
It's been a while since I've posted here, but I've been on a roll with Miracles lately and wanted to share my list. Over 6 tournaments of 4-5 rounds, I've gone 20-5-2 with the deck. Losses were to Merfolk twice, Dredge (I punted), UB Tezzeret, and TES. Two unintentional draws were against Team America and Goblins, both were super close.
4 Flooded Strand
2 Misty Rainforest
3 Scalding Tarn
1 Academy Ruins
3 Tundra
2 Volcanic Island
4 Island
2 Plains
1 Karakas
3 Stoneforge Mystic
2 Vendilion Clique
1 Batterskull
3 Counterbalance
4 Sensei's Divining Top
4 Force of Will
4 Brainstorm
2 Spell Pierce
2 Counterspell
4 Swords to Plowshares
1 Supreme Verdict
3 Terminus
3 Jace, the Mind Sculptor
2 Entreat the Angels
Sideboard:
1 Supreme Verdict
1 Vendilion Clique
3 Meddling Mage
2 Red Elemental Blast
2 Disenchant
1 Enlightened Tutor
1 Humility
1 Rest in Peace
1 Engineered Explosives
1 Pithing Needle
1 Blood Moon
I'm not on Snapcaster or Thopters because I want to be graveyard independent. Between that and the rock solid manabase, the deck is very difficult to disrupt. I am on the Disenchant plan for the reasons others have mentioned here, tried Wear/Tear and it was just too taxing on the manabase and rarely provided an advantage over Disenchant.
Stoneforge does a few things for the deck and I urge you to try it. First, it flips for 2 for Counterbalance which is always a soft spot for Miracles. Second, unlike Snapcaster, it keeps your curve low - I have been running 22 lands with no Ponders and can't recall a time where I lost to mana issues. Third, Batterskull is an excellent and resilient finisher. The lower land count makes it harder to lean on Entreats especially if you get into a race (though you all know how good Entreat is even at X=2). I probably win 50% of my games with Batterskull, 20% Clique, 20% Entreat, 10% Jace. Lastly, Stoneforge pressures your opponent from a different angle than the rest of Miracles. Counterbalance, Jace, Entreat, Clique and Stoneforge all cause so many different headaches for your different matchups. I've found the threat diversity to be one of the many strengths of the deck.
On the sideboard, Blood Moon probably is a win-more but I play it as a concession to the 12Post that is often in my metagame. I'd like to cut it for a 2nd Needle or a 2nd RiP. Meddling Mage is one of the hardest cards to play well, but it can be devastatingly disruptive in combo matchups and control mirrors, and provides an additional clock against combo which is sorely needed.
Re: [DTB] Miracle Control
another very good /1 white creature.
thank you, Sulfur Elemental
Re: [DTB] Miracle Control
What do u think about true name in this deck?
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Re: [DTB] Miracle Control
Clique is infinitely better here for reasons that the most basic of understandings of this deck show.
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Re: [DTB] Miracle Control
Imagine this,
Me: Brainstorm
DnT: Activate Vial
Me: ok
DnT: Spirit of Labyrinth play
Me: respond to Brainstorm, Wear//Tear fuse
Re: [DTB] Miracle Control
this deck has definitly its ways to deal with SotL but don't underestimate it..
with Thalia Wear/Tear it's a 4cc card. With Brainstorm on the stack we're up to 6 mana and he plays 4 wastelands and 4 rishadan port.
Sulfur Elemental is the only proper tool we have
Re: [DTB] Miracle Control
Quote:
Originally Posted by
twndomn
Imagine this,
Me: Brainstorm
DnT: Activate Vial
Me: ok
DnT: Spirit of Labyrinth play
Me: respond to Brainstorm, Wear//Tear fuse
This card is pretty spooky, overall I'm not that worried since I'll never stop running with 4 Swords to Plowshares but this card definitely makes me consider running maybe some more spot removal. Perhaps I main a Disenchant/Wear//Tear since there are actually few decks that those are a stone blank against.
Edit-Misread original post.
Re: [DTB] Miracle Control
Hello everyone,
I am an passionate Control player who made a mistake and stoped playing magic. Non the less i kept one Deck and want to start playing again with
the Miracle Deck.
My Current Deck is a blue whit control Deck with the following list
Mainboard
Lands
4x Scalding Tarn
4x Flooded Strand
1x Windswept Heath
3x Tundra
1x Karakas
5x Island
2x Plains
Creatures
4x Squadron Hawk
3x Snapcaster Mage
2x Vendillion Clique
Instants
4x Brainstorm
4x Force of Will
4x Sword to Plowshares
3x Spell Snare
2x Counterspell
Socerys
4x Ponder
2x Preordain
Planeswlaker
4x Jace the Mindsculptor
Entchantments
2x Moat
2x Oblivion Ring
Sideboard
2x Wrath of God
1x Misdirection
3x Surgical Extration
1x Wheel of Sun and Moon
2x path to Exil
1x Enlightend Tutor
1x Ethersworn Canonist
1x Back to Basics
2x Spell Pierce
I played this deck a lot and I love it but since the Meta changed heavly since my last game I want to update it in the Miracle direction. So my First thought is a list which
contains the following
Lands
4x Scalding Tarn
4x Flooded Strand
1x Windspwept Heath
3x Tundra
1x Karakas
4x Island
3x Plains
Creatures
3x Snapcaster Mage
2x Vendillion Clique
Instants
4x Brainstorm
4x Force of Will
4x Sword to Plowshares
3x Spell Snare
2x Counterspell
1x Dismantling Blow
Entchanments and Artifacts
4x Senseiīs Divining Top
3x Counterbalance
1x Moat
Sorcery
2x Entreat of the Angels
2x Terminus
1x Supreme Verdict
Planeswalker
3x Jace the Mindsculptor
Sideboard
1x Supreme Verdict
1x GravediggerīCage
1x Moat
2x Spell Pirece
1x Enlightend Tutor
1x Ethersworn Canonist
1x Porphyry Nodes
2x Rest in Piece
2x Pithing Needle
2x Disenchant
1x Ensnaring Bridge
Ok I think the main board is pretty clear. I play the Verdict to get 2 diffenrent kind of sweeper to avoid things which remove all Cards out of my libary and things like that. Also it gets me antoher card to the
Cb counter for CMC 4 slot and and is the last Resort against blue fast creature Decks which can provide Counterspells.
The Venser is in this Deck to bonce Nasty Spells or my own Snapcaster Mages. Also the Karakas interaction is pretty nice and he stabilizes the Cmc4 Curve for the counterbalance.
The Spellsnare are in as Tribute to the increasing Number of Death and Taxes Decks thanks to the Sol and Thalia which are both CmC 2 Creatures and it hits some nasty thing like Teek Tarmogyf, Avanger, Stoneforge, Jitte, Hymm to Torach
Dark Confidant Burning Wish etc. too.
The Dismantling Blow is in to get some Cardavantage, solidify my options against artifact, equipment and entchanment heavy decks and also do get rid of the Sol again. It also enhances the CmC 3 counterbalance, because
i think a Cb should be able to counter all things from 1- 4 CMC.
Moat is in to get a nother Angle of lock for non flying creature Decks without harming my own flying creatures though the entreat.
A at last to mention that I flung the Red color out to make my Manabase more consisten and harder to hit by Wasteland so i can stay in control even under the influence of Ports.
The Sideboard
The Verdict here is to enhance the midgame 2 against blue creature Decks with counterspells as the nodes should enhance nearly all creature based matchups anlong with the moat and the Tutor i have, even under the Sol engough solutions
to take care of creature pressure.
the brigde is there for Show and Tell and other Emrakul based Decks the nodes can be played here to but could be to slow.
Rest in Peace and Cage are against Graveyard based Decks like Reanimator or Dregde while the needles are realy shine in
matches against other planeswalker, Vials etc.
the Spellpierce could enhance the Anti Combo Matchup too and the Disenchant is against Entchantress Deathblade, DnT, Sneak Attack Vial, SoL, Birthing Pod. I dont think i covered all but that are the things which came
to my mind.
My question is know if you would sugest some other things here for exapample Redblasts are to important or Spellsnare being to weak in the general meta.
Ah and a last word to the Sol topic you know it does not stop Top completly it only delays the draw into the enemy turn but leavesthe core competence for
the Cb interacktion the look intact. So yes you have to play carfully to avoid siuations were you donīt have a Cmc 1 under your top 3 cards when you are locked down
but thats it.
For now best Regards
Teveshszat
Re: [DTB] Miracle Control
Quote:
Originally Posted by
klaus
How come?
I had the scenario come up a few times where I needed to fetch Volcanic against UWR delver anyways to use a blast, so I feel like the basic mountain is safer. Given playing the basic mountain, I prefer the versatility of Wear // Tear over Disenchant.
I think I'll be moving to 1 Wear // Tear main once Spirit of the Labyrinth is printed. I've been close already - almost everyone has targets and my sideboard gets a bit bigger.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
twndomn
Imagine this,
Me: Brainstorm
DnT: Activate Vial
Me: ok
DnT: Spirit of Labyrinth play
Me: respond to Brainstorm, Wear//Tear fuse
"...at which point, your opponent reaches across the table and slaps you savagely, jolting you back to reality."
"You gaze down at the board state, and realize you neither have the 3 open mana, nor the singleton Wear/Tear in the first place."
Re: [DTB] Miracle Control
Quote:
Originally Posted by
alphastryk
I had the scenario come up a few times where I needed to fetch Volcanic against UWR delver anyways to use a blast, so I feel like the basic mountain is safer. Given playing the basic mountain, I prefer the versatility of Wear // Tear over Disenchant.
I think I'll be moving to 1 Wear // Tear main once Spirit of the Labyrinth is printed. I've been close already - almost everyone has targets and my sideboard gets a bit bigger.
I think having a single disenchant type effect main board is perfectly fine. I can't think of a deck that doesnt have at least 1 target. If nothing else, it hits like a shardless agent or baleful strix vs Shardless BUG. I think that is the one deck that doesnt have an overly juicy target. A lot of green decks are playing Sylvan Library right now.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Megadeus
I think having a single disenchant type effect main board is perfectly fine. I can't think of a deck that doesnt have at least 1 target. If nothing else, it hits like a shardless agent or baleful strix vs Shardless BUG. I think that is the one deck that doesnt have an overly juicy target. A lot of green decks are playing Sylvan Library right now.
Yeah, Shardless BUG, ANT and TES are the matchups where it's weaker, and it does float as a 1 and 2 for counterbalance vs storm. I may try it out at one of the weeklies this week.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
alphastryk
Yeah, Shardless BUG, ANT and TES are the matchups where it's weaker, and it does float as a 1 and 2 for counterbalance vs storm. I may try it out at one of the weeklies this week.
I would say it's worse against Elves. It counters some stuff on top with CB but it doesn't have one legal target. But considering the amount of good stuff it can take out, I would like to try it main aswell.
On the other hand, I won a GPT last Sunday due to my opponent playing Wear // Tear and not Disenchant because I beat him to pulp with my SoFaI before he could find a red source.
Re: [DTB] Miracle Control
Hello,
Quote:
On the other hand, I won a GPT last Sunday due to my opponent playing Wear // Tear and not Disenchant because I beat him to pulp with my SoFaI before he could find a red source.
Yeah thats my problem with the one or two Red Recource only too. It not so uncommon that you donīt find it and will be even more complicated with Sol out.
So I think Dienchant or Dismantling Blow are the way to go if you want a more solid performance of the Deck.
Best Regards Teveshszat
Re: [DTB] Miracle Control
Quote:
Originally Posted by
useL
I would say it's worse against Elves. It counters some stuff on top with CB but it doesn't have one legal target. But considering the amount of good stuff it can take out, I would like to try it main aswell.
On the other hand, I won a GPT last Sunday due to my opponent playing Wear // Tear and not Disenchant because I beat him to pulp with my SoFaI before he could find a red source.
Ok, yeah it's bad against elves too. I'm not too worried about Elves in general though, and I think it's good in more matches than not.
I feel like your opponent managed their lands poorly. If you know you're going to need to use Wear // Tear you need to plan for it. Unless your opener had no fetches you should be able to do that.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
alphastryk
I had the scenario come up a few times where I needed to fetch Volcanic against UWR delver anyways to use a blast, so I feel like the basic mountain is safer. Given playing the basic mountain, I prefer the versatility of Wear // Tear over Disenchant.
I think I'll be moving to 1 Wear // Tear main once Spirit of the Labyrinth is printed. I've been close already - almost everyone has targets and my sideboard gets a bit bigger.
Been there, done that.
I was never sure whether EE might not be superior though. It's more versatile by being able to anything, does not require red and is potentially recurable via Ruins.
On the flipside it's worse with CB, cannot be recurred with SCM and has no surprise factor.
Re: [DTB] Miracle Control
I've been thinking about how to adapt Miracles to the existence of the Spirit of the labyrinth. At first I thought it was not a huge deal. We rely on Top to find us the right cards anyway so Brainstorm getting shut down for a couple turns isn't a major problem. Also we have tons of spot removal, sweepers, wear/tear etc. so we may be able to remove it as soon as it hits the board quite often. Sure there's always Mom but you get my drift. We can kill it and even if we can't our deck doesn't stop functioning. Having access to red gives us more options from the sideboard in the form of Sulfur Elemental, so I thought all was well.
But I think the real problem isn't removing it, the real problem will be Vial-in gotchas. Even if we can remove the card we will still be restricted from casting a Brainstorm as long as there is a Vial @2 on the board. Sulfur Elemental isn't a fool proof solution to this because they have Stp and we don't have any other interesting targets for their StP. I'm wondering if switching red with black could be an idea going forward to deal with TNN and Sol together in the form of Engineered Plagues. Edit: Or a combination of plague, deluge, dread of night
Re: [DTB] Miracle Control
StP doesn't affect Sulfur Elemental.
EDIT: I'm also interested in Zealous Persecution if we play Black, and a verdion with 3/4 Entreats, Clique, Venser, Snap, Sorin, Elspeth. That kind of thing. Possibly an Esper Flash variant using Rest Angel and then playing a different deck entirely. -_-
Re: [DTB] Miracle Control
just more Toxic Deluge/Zealous Persecution MD. I suppose
Re: [DTB] Miracle Control
Quote:
Originally Posted by
YamiJoey
StP doesn't affect Sulfur Elemental.
How so? You cast it, let's say remove a couple of their creatures. They swords it and still have a vial@2 which looks threatening.