Re: [DTB] Miracle Control
Quote:
Originally Posted by
Einherjer
Enjoy and let me know if you liked the
article.
That's a decent article, but there is an issue.
I thought you did a good job explaining what cantrips accomplish, except that you threw in the term virtual card advantage. This is a very important concept in magic, but has absolutely nothing to do with what you were talking about. It was probably a simple mistake where you wrote the wrong thing down, which your editor unsurprisingly failed to catch. I realize this is unlikely to happen, but it would be great if you could get the article fixed by replacing virtual card advantage with whatever term you meant to use.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
oarsman
That's a decent article, but there is an issue.
I thought you did a good job explaining what cantrips accomplish, except that you threw in the term virtual card advantage. This is a very important concept in magic, but has absolutely nothing to do with what you were talking about. It was probably a simple mistake where you wrote the wrong thing down, which your editor unsurprisingly failed to catch. I realize this is unlikely to happen, but it would be great if you could get the article fixed by replacing virtual card advantage with whatever term you meant to use.
Thanks for pointing that out! I agree that this term seems misplaced. I'll try to get it fixed as soon as possible.
Greetings
Re: [DTB] Miracle Control
Just for fun and reference, virtual card advantage refers to making their cards essentially worthless without actually getting rid of them. Thoughtseize is a 1-for-1, while Hymn to Tourach is a 2-for-1. Hymn is card advantage, easy. Brainstorm lets you put back bad cards and keep good cards. This is card quality.
Virtual card advantage is slightly trickier. It consists of Wastelanding their only Red source and stranding all their Red cards in their hand. They didn't technically lose any cards, but their cards are now worthless (until/unless they draw another Red source). More relevant for us is that we gain virtual card advantage with Counterbalance. If they run a two-drop into your Counterbalance and you flip a 2cmc then you've just gained actual card advantage. However, when they knowingly hold their two-drops either because they know you are floating a 2cmc or because they fear that you are, that is virtual card advantage.
Anyways, good article Einherjer; I'm always happy to read them.
Re: [DTB] Miracle Control
What do we think of this new spoiler?
http://mythicspoiler.com/cpy/cards/c...sjudgment.html
It looks interesting, though seems like it could be clunky, at 3CC and sorcery speed. Still though, exiling any non-land permanent is a strong effect.
Re: [DTB] Miracle Control
Hello,
I donīt like this card. Yes it looks strong but is is essentially not really good. The problem here is that you will take a
permanent but also you opponent can remove one of yours and therefor you generate a disadvantage in resources and
Mana for yiu because you paid 3 mana tgo lose one of your permanents.
I think it could be good in the early game were we rarely have any but as soon as 1 Cb hits the board it becomes bad.
So in total it seems just to bad for Miracle.
Best regards Teveshszat
Re: [DTB] Miracle Control
Could you please read the card?
Greetings
Re: [DTB] Miracle Control
I think that I'll give it a try in the slot where I currently run Unexpectedly Absent. (keeping in mind that I don't play the red splash, so it might be more difficult to find a spot in the standard UWr list).
@Teveshszat, it says 'that you don't control'. So it's a non-choice for the opponent. They have to choose the one you choose, otherwise they lose 2 permanents.
Re: [DTB] Miracle Control
But in order to be helpful, this is how I see the card.
First, let's make sure we all know how it works, shall we? Keep in mind that I am not super sure about it, but I think it works this way:
When you cast this card the active player aka you vote for one permanent, then your opponent votes for one. Under normal conditions he will also vote for the same permanent as you did, as any other choice would actually 2-for-1 him, unless he has permanents he wants to get rid of - like Bob/Vortex on low life - in which case you shouldn't be casting Judgement anyways.
So, unless "vote" works secretly like Show and Tell (which it probably doesn't) this card is an answer to every troublesome permanent out there, with the exeptions of lands, but those aren't our biggest concern, most of the time.
CC3 makes it easy to draw conclusions to O-Ring/Detention sphere. I think Judgement is better than said cards by alot due to the fact that it a) cannot be decayed/disenchanted/REBed and b) that i can be flashbacked via Snapcaster Mage. This may not be that important if you don't play my list - but with 3+ Snapcaster it's an important piece of information.
A flashbackable Oblivion-Ring that can target Nimble Mongoose and True-Name Nemesis sounds too good to be true, right? Well, it has one downside. Two, actually. First its costs are 1WW - making it kind of restrictive to the amount you wanna play, kind of limiting it to 1-2, I would say. This card really shines in the mid-game where we have to deal with pesky permanents like Jace, Nemesis or whatever - and we can easily pay for it.
Another comparison that has to be drawn is with Unexpectedly Absent. While Sorcery is a big let-down on the first glance, I think that Judgement is actually superior to this card, as exiling is way better than delaying or hoping for a shuffle. But yeah, Sorcery sucks.
I think this card is actually worth testing, and I could easily see myself running 1-2 copies in my 75.
Greetings
Re: [DTB] Miracle Control
I reached similar conclusions, Ein. Regarding the rules uncertainty, you're correct. In the 'Mechanics of Conspiracy' article on the mothership it details that will of the council cards are voted in APNAP order.
The one case in which Oring/Sphere is better is against a resolved show and tell, but that seems really fringe, compared to all the cases in which Ring/Sphere would be a liability.
Again, given that I don't play the red splash and play a lot of basics, the WW cost is less problematic in my list. I think 1 in the main and 1 in the board sounds like a good place to start testing.
43
Re: [DTB] Miracle Control
Hello,
ah ok i got it the sentence is a little tricky I interpretzed it as each play have to chose one permanent he donīt control.
The reason is that I interpreted the sentence in the way that the you also changes if the voter changes. If is isnīt the
case and for that I think a jugde should be asked then the card could be interesting for the deck.
best regards Teveshszat
Re: [DTB] Miracle Control
This spell rocks.
Vindicate for 1WW, that removes stuff*? Heck yes.
http://media-dominaria.cursecdn.com/...7437281312.jpg
* 95% of the time we'd target non-land permanents anyway.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
klaus
This spell rocks.
Vindicate for 1WW, that removes stuff*? Heck yes.
* 95% of the time we'd target non-land permanents anyway.
A sorcery speed Oblivion Ring with the option to be flashbacked by Snappy that doesn't actually target and laughs in the face of Mother of Runes? I buy it! Unfortunately it is NOT Vindicate. This would help a lot with 12 Post and this damned Eye of Ugin and sometimes also with Ports or other pesky lands.
Re: [DTB] Miracle Control
That's what he meant when he said "Unfortunately it is NOT Vindicate".
Sent from my SCH-R890 using Tapatalk
Re: [DTB] Miracle Control
Just realized the fun part, when it comes down to "voting" for the guy to get killed... should go a little something like this:
YOU: "Aight, imma vote for your TNN"
HIM: " :cry: hmkay, :frown: imma vote for my TNN too :cry: "
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Shawn
That's what he meant when he said "Unfortunately it is NOT Vindicate".
Sent from my SCH-R890 using Tapatalk
Yes, deleted my post accordingly right before your post :)
Btw there's a subtle but important difference between "would be" and "would have been".
Re: [DTB] Miracle Control
Some thoughts guys. I've been playing miracles since one month ago and i've arrived to the conclusion that this deck is incredibly easy to pilot trough victory.
As an ex Uwr delver and Rug delver player I reckon miracles is only hard the first few turns where you have to get trough midgame and then stabilize. I agree that paying this deck perfectly is rather hard but playing this deck and win is incredibly easy.The bottom line is that this deck doesnt punish mistakes as other decks do especially in mid/late game.
just my few cents
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Einherjer
A flashbackable Oblivion-Ring that can target Nimble Mongoose and True-Name Nemesis sounds too good to be true, right? Well, it has one downside. Two, actually. First its costs are 1WW - making it kind of restrictive to the amount you wanna play, kind of limiting it to 1-2, I would say. This card really shines in the mid-game where we have to deal with pesky permanents like Jace, Nemesis or whatever - and we can easily pay for it.
I think this card is actually worth testing, and I could easily see myself running 1-2 copies in my 75.
Yeah, these are my thoughts also. Especially the fact that you can hit things like TNN, stuff protected by Mom, and even Emrakul as well as problem permanents like Liliana or SoFI. The card really just seems to do everything for only the drawback of costing 3cmc and being a Sorcery. I could definitely see replacing the Celestial Purge in my SB for this and possibly even Disenchant (although Batterskull might be tricky at Sorcery speed). If you are running EE, you'd have to consider this taking that slot as well. All I'm saying is that they better come in foil.
Re: [DTB] Miracle Control
Council's Judgment turns games against Maverick from "can you resolve a Gaddock Teeg with protection" to essentially a bye.
Re: [DTB] Miracle Control
I think Council's Judgement is a balanced card. The issue is finding slots for it. Might see some play in the sideboard though I still prefer wear/tear since it's cheaper and an instant.
The double white is quite restrictive and unlike detention sphere, you can't pitch it to force. I would still play it over detention sphere/oring. Especially against Liliana and other opposing walkers.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
ivanpei
I think Council's Judgement is a balanced card. The issue is finding slots for it. Might see some play in the sideboard though I still prefer wear/tear since it's cheaper and an instant.
The double white is quite restrictive and unlike detention sphere, you can't pitch it to force. I would still play it over detention sphere/oring. Especially against Liliana and other opposing walkers.
I would think that most of the time, the matchups you want it for (liliana, other planeswalkers, random enchantments/artifacts), you're probably boarding out force of wills, so the "blue card count" requirement is a little more lax. I'm not a frequent miracles player, I tend towards lands. However, I did rock the following a few days ago for weekly legacy:
4 misty rainforest
4 scalding tarn
2 tundra
1 tropical island
2 plains
6 island
1 wasteland
1 glacial fortress
4 brainstorm
2 ponder
4 sensei's divining top
4 terminus
4 force of will
3 counterspell
2 spell pierce
4 swords to plowshares
3 Counterbalance
1 Jace, the Mind Sculptor
1 Elspeth, Knight Errant
1 vedalken shackles
1 unexpectedly absent
1 Pithing Needle
1 ancestral vision
1 runed halo
2 cryptic command
completely not a standard build, but when I saw a couple of the highschool kids that are getting into legacy and were playing dredge show up, and the very shortly thereafter switching to mainboard rest in peace from some of the other regulars, I decided I didn't want to play lands, so I shoved some stuff together real quick. Tropical island was for some krosan grips and trygon predators in the board. Worked decently well, not having the 2nd entreat and 2nd/3rd jaces was kinda rough but Vedalken shackles overperformed in the fair matchups, Elspeth was (as always in every format I've ever cast her in) a house, and the pithing needle was surprisingly relevant. I won't be casting unexpectedly absent anywhere in my 75 should I ever try to play miracles again, but runed halo performed well, could be a sideboard choice for sure. Never saw ancestral vision. Cryptics did the job of jaces #2 and #3 by flipping to counterbalance as needed, and basically that was it. I think I cast one to bounce an opposing token in response to a cabal therapy to prevent him from being able to flash back dread return, but that was it. Would cut for jaces if I had them and ever played the deck again.