My mistake there regarding cutting Plains. Last few times that I've played against MUD locally was against lists not running Wasteland.
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My mistake there regarding cutting Plains. Last few times that I've played against MUD locally was against lists not running Wasteland.
I can see that. But why not keep in 2 CB so that if you see it and your opponent hasn't gotten much on the bird because of your counterspells? It's safe to assume by that point you have a Top on the field, and can find your 3 drops to slow them down. We don't have enough counterspells to answer all their threats, so being able to get even just one or 2 with CB is infinite value.
Because your sideboard has 8 cards which are guaranteed to impact the game more than any number of Counterbalances: Blood Moon, Containment Priest, Moat, Pithing Needle, 2 Vendilion Clique, Venser, and Wear//Tear.
CB does not actually do anything. Combined with it being a matchup where your mana is typically taxed and there's no guarantee your tops will even be functional.
You only need to counter things which immediately impact the game. You run enough removal that you allow a lot of their shit to resolve and just plow/terminus it away. Hard cast sundering titan is probably the only creature you can't let resolve. Beyond that you worry about chalice/sphere effects early game unless you can already play around them, and non-removable bombs late game.
As alphastryk pointed out already, they are a better late game deck, so you don't want to twiddle your thumbs.
MUD is a MU where Venser is at its best, again. He does anything you want to do. Opponent resolved a Chalice on 1 and you have 4 cmc1 cards in your hand? Bounce Chalice eot and have 1 turn to play all your cards. Venser is your only out to an uncounterable Sundering Titan, which is really backbreaking. If you have a Karakas you can win much time bouncing his 8 mana spells every time, until you clique it away or your opponent simply dies from venser hits + ancient tombs. You can block a heavy creature, bounce Venser and return an other attacking creature back to your opponents hand. I know that everybody knows this function, but in the MUD matchup it is even better than in other matchups, because their creatures alwas cost 4 or more mana. If your opponent resolved an Ugin/Karn because you couldn't counter it at that moment, you can bounce it at his eot and maybe counter it on his next turn, if he tries to replay. If he tries to get a giant mana base with Posts you can sometimes (with a Karakas) try to bounce a cloudpost each turn, what also should give you time. And after all, he is a clock. Against MUD you don't have to make that much damage because of their Tombs, so a Venser really gets them in trouble. In this Matchup I would really board in all Vensers I have in my 75.
Enough to Venser, one common thing on the MUD Matchup. If you are on Ponder build, consider boarding out Ponder, especially on the draw. He has Chalice and Trinisphere which could make your Ponders really bad. So when I play Ponder Build, I am personally going, depending on what I want to bring in and want to bring out, down to 2 Ponder on the play and to 0-1 Ponder on the draw. Even without Ponder you are much more consistent than MUD :wink:
Regards
Freundla
Hi everyone,
Just a little post about a legacy tournament at my LGS (12 players), the meta was the following:
-1 miracle (me)
-1 canadian threshold
-1 Ur delver
-1 Burn
-1 UB reanimator
-1 Lands
-1 Ant
-1 Infect
-1 Dredge
-1 4c Delver
-2 Omnitell (mono u)
My list is the following:
4 Flooded strand
3 polluted delta
1 scalding tarn
1 arid mesa
2 tundra
1 mystic gate
2 volcanic island
4 island
2 plains
4 sensei divining top
4 brainstorm
4 ponder
4 swords to plownshares
2 pyroblast
4 counterbalance
2 snapcaster mage
1 counterspell
2 entreat the angels
4 force of will
2 jace, the mind sculptor
4 terminus
3 dig through time
SB
1 Blood moon
1 relic of progenitus
1 cavern of souls
1 ethersworn canonist
1 wear//tear
2 vendilion clique
2 rest in peace
2 red elemental blast
1 flusterstorm
1 conteinment priest
2 monastery mentor
I tried for the first time monestery mentor, conteinment priest and cavern of souls sb (obviously didn't find them, so I can't judge them yet)...cavern of souls was included because this time, my sideboard was more creature-ish...normally I play a 2nd flusterstorm and a Council Judgement (instead of Conteinment priest) but I thought the meta was too fast/combo for it...also I'm trying a 20 lands miracle so I dislike 1WW.
Turn 1: Led Dredge 2-0 (1-0-0)
First game was pretty grindy, pyroblast his turn 1 play but he has led and faithless loothing...some swords, terminus and I stabilize with jace until a terminus plus entreat for 5 in my turn.
Sb in: 2 rip, 1 fluster, 1 relic of progenitus, 2 reb, 1 conteinment priest
Sb out: 4 cb, 1 counterspell , 1 plains
He mull to 5 and I force his led...followed by a relic on my turn...he scoop
Turn 2: infect 1-1 (1-0-1)
I just remove with sword, and terminus every creature (while working around daze )...after 2 dig i put some pression with snapcaster and he die after some turns
Sb in: 1 reb, 2 vendilion clique, 1 flusterstorm, 1 blood moon, 1 wear//tear
Sb out: 2 jace, 1 dig, 2 entreat, 1 plains
I remove every creature until he play a inkmoth...i tried to gain tempo with clique for an answer (top in play) but didn t find it...game 3 not played for time problems
Turn 3: Canadian 2-0 (2-0-1)
He try to pressure me with 2 mongoose, he stifle my first terminus but I can force in a counterbalance followed by a jace that set a terminus on top...
Sb in: 1 fluster, 2 v.clique, 2 rip, 1 wear//tear, 1 relic of progenitus, 1 blood moon
Sb out: 4 force, 2 jace, 1 entreath, 1 dig, 1 counterspell, 1 pyroblast
He krosan grip my top but I land a rip (goyf and mongoose in play)...sometimes later I miracle entreat for 2 on my turn and won with it
Turn 4 : 4c delver 0-0 (2-0-2)
I m in the top 4
Top4: 4c delver 2-0 (3-0-2)
I play more aggressive this game...Pyroblast his turn 1 delver (still working around daze), swords his pyromancer and let him counter somethings...with 1 card in hand (he has 1) I resolve a dig and grab a force with a pitch that allow me to counter his tnn...The game end some turn later thanks to counterbalance and jace.
Sb in: 1 fluster, 1 blood moon, 2 rip, 2 vendilion, 1 wear//tear
Sb out:4 fow, 1 dig, 1 counterspell, 1 jace
He doesn t present any threat so I just make my hand better until a blood moon followed by a terminus close the game
Final: omnitell 2-1 (4-0-2)
He start with boseiju (I cry inside)...i try my best to sculpt my hand and this allow me to destroy his omniscience...He resolve 3 dig, 1 cunning wish and other things while I put him down to 3...he resolve ashow and tell for omniscience and emrakul...gg
Sb in: 1 flusterstorm, 2 reb, 2 rip, 2 vendilion,1 wear//tear,1 canonist, 1 relic, 1 cavern of souls
Sb out: 1 plains, 2 entreat, 4 swords, 2 terminus, 2 jace
We scuplt our hand until he find boseiju...he cast show and tell and I reveal canonist...I reb his omniscience, reb another show and tell the turn after and won by damage of snap and canonist.
Same...but the boseiju came down early...I just scuplt my hand and beat him down with snapcaster...he resolve a show and tell and I reveal rip...with my hand full of counter I destroy his omniscience while he resolve a dig but I win some turns later.
20 lands miracle seems really good and 3 dig seems fine in this heavy blue meta.
Is the RIP against Omnitell to prevent him from being able to delve DTT? How has it worked so far?
I've tried both Rest in Peace and Relic in this matchup and I also felt that Relic was better. Costing 1 mana lets you hold up more resistance while getting it out and I also didn't like that RIP turned off my own Dig Through Time and Snapcaster Mage. In a matchup where RIP straight up wins the game that's fine, but the Omnitell games can drag a bit and you want all your cards to be able to provide value throughout.
I actually dislike a lot dig through time in the omnitell match up...every time I cast it, the effort to make him resolve is too heavy...I just play some dig for counterbalance and usually I just cast them for remove a counter from their hand (not sure if it is the right strategy).
Against certain matchups, namely combo, it's definitely correct to cast spells like CB and DTT in order to bait out a counter. The problem with doing this against Omnitell is that they have so many counters, and often they won't just spend them because they know they can just wait for a Boseiju against us and save the counters to protect their Omniscience.
But I agree with DTT being kind of meh in this matchup because while their combo is slower than most others, it's harder to use a DTT against them because of the aforementioned reason, and often times they're half a turn faster than DTT.
My strategy so far against Omnitell, with varying success depending on the pilot I'm up against, is to counter cantrips when possible for 2.5 reasons: 1) prevent them from digging, 2) decrease their hand size, and 2.5) they're going to do all they can to protect their combo and we can't really fight a counterwar over that, so if we counter a cantrip here and there, it prevents them from digging for protection and/or gas. It's much easier to predict what they have in their hand if they cast SnT with 3 remaining cards than 5. Then you can plan your response accordingly.
This is what have i done against Omnitell to some success, for games which go longer and when they have an active Boseiju.
1) Allow Show and Tell to resolve. (not much choice here)
2) Drop a Counterbalance.
3) Red Blast their Omniscience in respond to their first spell. Usually a Cunning Wish or Dig Through Time
4) Fight over the Red Blast.
Looking at Baltimore Legacy Miracles players' lists,
All of them ran some number of Ponders, Liberati is the only player ran 2.
All of them ran 1 Karakas, except BBD.
All of them were cutting corner using weaker graveyard hate in the SB, except Liberati with 2 RiP.
The MD removal package in all the lists:
Red Blast - StP - Council's
0 - 4 - 1 BBD
1 - 3 - 1 Long
1 - 4 - 1 Liberati
0 - 3 - 1 Hawker
Number of Cavern of souls: 0.
cantrip/flashbackable Priest!
http://www.mtgsalvation.com/cards/ma...owed-moonlight
Do we like it? Considered that it has the very same CC and speed of Priest, we probably prefer the original one..
Worth noting it also hits tokens, unlike Priest. I see no reason to switch, the continuous effect and the clock matter way too much.
I went 4-1-1 (beat aeon bridge, lost to infect, beat uwr painter, beat burn, beat enchantress, drew into top8) but then lost in top8 of a 34-man IQ yesterday using the same list I posted a bit ago. I lost to D&T in top8, and I felt like I maybe wanted one more piece of creature removal, but I also got fairly unlucky with my draws. Don't think I'll be making any changes just yet.
Here's how I boarded:
-1 Plains
-2 JTMS
-2 Entreat the Angels
-1 Council's Judgment
-2 Dig Through Time
+1 Wear//Tear
+2 Flusterstorm
+1 Izzet Staticaster
+2 Ethersworn Cannonist
+1 Engineered Explosives
+1 Pyroblast
Fluster might be wrong, but I want to force them to slow down and poison me in increments of 1 or 2. Could be right to have more blasts to handle Blighted Agent / fight over cantrips - hard to judge. Could probably trim another land if I wanted to. I might be taking out too many win conditions too, but they're all so slow and you need to make sure you don't die first.
If you have Needle, Tsabo's Web, Blood Moon, etc to handle Inkmoth bring them in - most games you lose are to that annoying land.
Most games you lose are when they draw too many creatures, especially the lands.
Ponder builds have a much better matchup than legend builds because you can keep up with the speed they're going at more easily.
Why do you side out Entreat vs Infect?
I feel that also 1 single flying angel is great in that matchup. The ability to be sure to block and possibly kill an Inkmoth not fearing Teferi'z Response.. is great.
It's like Terminus 5-6
I've found that too, I cut both entreats.
My SBing vs infect the past couple of weeks.
-1 Counterspell
-1 Pyroblast
-2 Jace
-2 Entreat
+3 Vendilion Clique
+1 Wear // Tear
+1 EE
+1 Aethersworn Canonist
In hindsight, I'm not a fan of the canonist. It makes their Vines hard counters and is such a nonbo with Snapcaster. It slows them down, sure, but has cost me some games. I'd prefer to keep Jace in.
List for reference.
3 Snapcaster Mage
1 Counterspell
1 Pyroblast
1 Dig Through Time
4 Force of Will
4 Brainstorm
4 Swords to Plowshares
1 Council's Judgment
2 Entreat the Angels
4 Ponder
4 Terminus
4 Counterbalance
2 Jace, the Mind Sculptor
4 Sensei's Divining Top
1 Arid Mesa
2 Plains
3 Tundra
3 Volcanic Island
4 Flooded Strand
4 Island
4 Scalding Tarn
SB:
2 Red Elemental Blast
3 Vendilion Clique
3 Flusterstorm
1 Wear // Tear
1 Engineered Explosives
1 Counterspell
1 Council's Judgment
1 Pyroblast
1 Aethersworn Canonist
1 Relic of Progenitus.
What's the Wear//Tear for? What do they bring in? Needle/Null Rod? Library?
Canonist is definitely awkward in a Snap list, but I feel preventing them from being able to pump before damage is a better trade off. And if you're worried that it turns their Vines into hard counters, don't use Swords until they make the first move. I also feel that Snap is better off as a flash blocker because it'll force them to waste a pump spell or fear losing their creature to an ambush viper.
Needle, Null rod, & Library I've seen. More importantly though, Inkmoth is an artifact creature.
Snapcaster would at most block 1 out of 3 threats, so that doesn't really happen. (Inkmoth flies, blighted agent is unblockable). It only blocks Glistener Elf. That's not good enough.
It's mostly for Nexus as it's the hardest threat for us to answer, but like you said, Null Rod and Library are cards that see play in their SB too. It's a nice catch all, and plays great with CB.
Miracles is a reactive deck, so we're forced to make the first move in a lot of spots. If they have a creature in play already, putting a Canonist on the table is very risky as they can just attack and hold up Vines/counters in safety. Even a Canonist played on an empty board gets trumped by an Inkmoth.
You can't rely on Snap as a blocker. Like alphastryk said, it only blocks Glistener Elf, and Pendelhaven negates that plan too.
There's currently no needle in my SB, but having one for Nexus would make the MU a lot easier.
The nice thing about the matchup is you're able to play slow enough to blank the dazes. Don't go jamming a CB T2.
Hi guys, been a long time lurker. Just wondering if anyone here is going to Lille? (except Philipp of course :cool:)
At least I am going! It's gonna be my first GP ever, and legacy above that. Maybe a bad deck to choose since I've only been playing for a little bit over half a year. But I haven't been enjoying a deck like this since Esper control return ravnica.
I've seen there have been a big talk about the more consistens version, 4 ponder Miracles. However, I have been enjoying the legendary build to a decent success. After playtesting on modo with 4 ponder, I find myself to include some on my list. Yuuta Takahashi's list was my template, in this list, I wanted to include a Cavern and (at least) 2 snapcaster mages. After SCG Baltimore, Bernard made top8 with a 2 ponder list which has made be come to a conclusion to this:
1x Arid Mesa
1x Cavern of Souls
4x Flooded Strand
5x Island
2x Karakas
1x Mountain
2x Plains
4x Scalding Tarn
1x Tundra
1x Volcanic Island
4x Brainstorm
1x Counterspell
2x Dig Through Time
4x Force of Will
2x Pyroblast
3x Swords to Plowshares
1x Entreat the Angels
2x Ponder
4x Terminus
2x Snapcaster Mage
2x Vendilion Clique
1x Venser, Shaper Savant
4x Sensei's Divining Top
4x Counterbalance
2x Jace, the Mind Sculptor
SB:
1x Counterspell
2x Ethersworn Canonist
2x Flusterstorm
1x Izzet Staticaster
2x Monastery Mentor
2x Red Elemental Blast
2x Relic of Progenitus
1x Venser, Shaper Savant
2x Wear / Tear
What do you guys think? Things I want in main but don't know what to. An extra ponder, an extra Venser, extra Clique? Maybe someone have arguments of not having the second venser main? Maybe this list is actually really bad?
I would lose the 5th Island (to 4) for the 3rd Ponder.
You don't want 2 Vensers main. I'd cut the SB Counterspell for a Containment Priest since you're not running any RIP effects, making Priest the next best thing.
I have actually not tried 3 ponder 21 lands before. Do you think it will be a little loose? Especially since I run 2 Karakas.
I'm not sure about Priest, I ran her before and wans't fond of it.
Fifth Island for Ponder is reasonable.
Counterspell and Priest fill two quite different roles, and there are already two Relic of Progenitus for the GY. I don't think it's needed honestly. What matchups would you bring it in vs that your MD can't handle?
I'd suggest at least one copy of Council's Judgment. It's clunky, but a very useful catch all. It also ups the 3CMC slot for CB with a flexible card.
Other than that the list looks solid, a nice mix of Ponder and Legends.
I played a 3 Ponder/Legends build for three rounds this past Sunday, and was happy with it.
2 Snapcaster Mage
2 Vendilion Clique
1 Venser, Shaper Savant
4 Brainstorm
3 Ponder
4 Sensei's Divining Top
4 Counterbalance
2 Jace, the Mind Sculptor
4 Terminus
1 Entreat the Angels
4 Swords to Plowshares
2 Dig Through Time
1 Council's Judgment
4 Force of Will
1 Counterspell
4 Flooded Strand
4 Polluted Delta
1 Arid Mesa
3 Tundra
2 Volcanic Island
4 Island
2 Plains
1 Karakas
SB:
2 Red Elemental Blast
2 Pyroblast
2 Wear // Tear
2 Monastery Mentor
2 Flusterstorm
1 Pyroclasm
1 Blood Moon
2 Relic of Progenitus
1 Izzet Staticaster
Beat Omni 2-1, Deathblade 2-0, and then got smashed by Aggro Loam 1-2. The one win against Loam was when he mulled to five, and I was able to establish Counter-Top-Jace after he had already Decay'd two of my Counterbalances. The highlight was playing against Omni. In G2, a Venser in my hand (which he knew about due to Gitaxian Probe) blanked his Emrakul+Show and Tell hand and Snapcaster beats got there. G3 we fought over his Show and Tell, both burning through double FoW + blue cards. But I knew about a Clique on the top of my library, so I flipped Top and Clique'd away his Omni. Show and Tell resolved, letting me put the Counterbalance that was still in my hand into play. His hand was perfect when he went off too (Show and Tell, Omni, DTT, Wish, FoW, FoW, 2x blue cards).
Very nice!
I had a similarly cool game at my LGS last night. I was tired too, so made a few misplays, but the end result was quite interesting.
I had Top + CB and a Jace ticking up, but couldn't find any three, and quite a cold deck in general despite multiple fetches and Ponder shuffles. He cast a SnT, and I knew my top cards were Pyroblast, DTT and Terminus from a Brainstorm + top activation. If I go for Pyroblast on the SnT I just lose to a FoW, so I figured having a 1 and 8 on top of my library could fight through an omni, then next turn the pyro can destroy it. Cold to a wish > Wipe Away, but not sure the other options were better. Anyway, so much for that plan, as he puts in Omni, casts another Omni then casts Emrakul. Crap. He starts his extra turn, and casts DTT. A spin from the top reveals my DTT to counter it (thank you Jacestorm!). He then attacks with Emrakul, but makes a mistake of attacking me rather than Jace (which would have forced me to Terminus mid combat, allowing him to know there's a 1CMC on top of my library and holding a Ponder. He assumes I'll bounce Emrakul next turn and he can just recast it). I sacrifice down to 1 land and go to 2 life. Second main he plays ponder, I reshuffle top putting Terminus to the top and flip it on top counting the Ponder and putting Emrakul on the bottom. So, he has 1 card in hand, and it's safe to assume it's either a blank or a cantrip. Jace starts fatesealing and I counter every cantrip I leave him with CB.
G2 was slightly less interesting, I aggressively Flusterstormed his Wishes and Clique in resp to 2 Show and Tell, taking an omni both times. I ended the game with 2 Pyroblast and a Snapcaster in hand.
Next round was against a very good TES player. He took G1 with 18 goblins turn 2 after Duressing me. G2 and G3 were long but I had enough disruption and Snaps/Cliques closed them up. The second game, carpet of flowers was generating so much mana he almost killed me with Tendrils despite not a single spell resolving through 2 CB! Was just one storm off from 16 life. Scary stuff.
Round 3 and 4 were against Death and Taxes. Terminus happened.
SBing plans
VS Omni
He was playing Grixis, black splash for Thoughtseize. I wasn't sure if he'd bring in Pyromancers, so I'd bring in 2x Terminus if I saw them game 2.
+
2 Red Elemental Blast
3 Vendilion Clique
3 Flusterstorm
1 Counterspell
1 Council's Judgment
1 Pyroblast
1 Aethersworn Canonist
-
2 Entreat the Angels
4 Swords to Plowshares
4 Terminus
1 Ponder (probably should have been second plains out instead, wasn't thinking)
1 Plains
VS TES
+
3 Vendilion Clique
3 Flusterstorm
1 Wear // Tear
1 Engineered Explosives
1 Counterspell
1 Aethersworn Canonist
1 Relic of Progenitus
-
1 Pyroblast
1 Dig Through Time
1 Council's Judgment
4 Terminus
2 StP
2 Jace, the Mind Sculptor
VS DnT
+
3 Vendilion Clique
1 Wear//Tear
1 Engineered Explosives
1 Council's Judgment
-
1 Pyroblast
1 Counterspell
4 Counterbalance
Any criticisms are welcome, I've not been playing Miracles for that long, I'm just quite familiar with it from playing against it and watching/reading a lot of Legacy content.
I don't think reasoning like that would convince Lossett and other Legend Miracles players to move Cliques to the SB. If Bolt is not targeting the Cliques, would you care to guess what bolts would be targeting? If Decay is not targeting Clique, what would be Decay's target?
Sure, but I'm not playing a Legends list. You are right, Cliques do come in a very large amount of the time, but they're generally a swap for Jace and Entreats as I need to keep the win condition count up. In the same vein, I don't think people like Phillip would buy an argument like what you put forward to play Cliques in the main. There's no Karakas in the 75, the MD is also very tight. What would you cut?
3 Snapcaster Mage
1 Counterspell
1 Pyroblast
1 Dig Through Time
4 Force of Will
4 Brainstorm
4 Swords to Plowshares
1 Council's Judgment
2 Entreat the Angels
4 Ponder
4 Terminus
4 Counterbalance
2 Jace, the Mind Sculptor
4 Sensei's Divining Top
1 Arid Mesa
2 Plains
3 Tundra
3 Volcanic Island
4 Flooded Strand
4 Island
4 Scalding Tarn
Thanks for feedbacks guys! Any pros/cons for having Council main/side(if it's worth to run in side)? I used to run Council before, it was indeed a nice catch all, but the clunkiness felt really bad.
What do you suggest to remove for Council?