I can speak from my experience playing against Miracles once, sometimes twice a week at the local that the deck just needs to come out of the gates swinging. The longer the game gets dragged out, the worse it gets. I've found that a powerful angle of attacking Miracles is to actually attack their mana base early and often. In recent matches against the deck, I've integrated
Active Volcano back into the deck. I've not only been firing off early one-mana Stone Rains, but I've found myself in a position where the card gives great value against cheap Delvers, Blighted Agents, Counterbalance, etc., while also turning into a Recoil against some decks in the early goings.
Blasts in this match-up are just highly underrated. The key is not necessarily stopping Top - because Revoker is soft to just about everything they have. If you start firing off aggressive one-mana Stone Rains early on, my results have at least shown that the deck is able to punish greedy keeps with Top as a source of mana fixing. This not only stunts their board development early, but puts them in a situation where their resources are tied up using mana to activate Top while we punch through with the combo. Is it risky? Somewhat. But the true power of these cards are lit up when Painter's Servant enters the battlefield, and anytime you can play Stone Rain at instant speed for one mana is still a good play early on.
Blood Moon - surprisingly - does have game against Miracles. Some people might disagree, but the truth is Miracles plays the card in the sideboard at its own pace. Meaning, it fetches for basics then fires it off - thus giving itself an advantage. If someone slams Blood Moon against the deck and shuts off double-blue/white mana for Jace, Counterbalance, Judgement, in addition to Blasting/Volcanoing basic Plains (an early power play), then Blood Moon becomes a game-changer. At its very core, Miracles is simply a control deck. Historically, control decks are mana heavy and mana hungry. If you shut down their resources early and force an opponent into timing their spells awkwardly, you have a very good chance to steal games early.
Miracles obviously plays many lands, but again - Blood Moon and Blasts early is a solid way to punch through spells and really back the opponent into awkward decisions. And just because a player plays a healthy number of land doesn't always mean they'll draw one every turn. Consider this: the earliest Painter lists also ran Active Volcano in a Counterbalance-heavy metagame in 2008 to great success. Some of that may be attributed to inexperience playing against the archetype in its infancy, but Counterbalance-Top decks are still just that with cantrips and removal tossed in the mix. I've been very pleased with them back in the deck so far, but that's just me and I'm nuts. :-)