Hello guys,
some thoughts on a couple of questions.
Manabase
How can you make the deck work with a manabase of only 20 lands?
I think it's wrong, it's not the old Miracle anymore. Maybe it's just that I have tested extensively only against mana denial decks (Delvers and D&T; I don't play online) but I mulligan and get mana screwed a lot. I started tested a different build with 20 lands (more on this later), upped to 22 after testing, worked very well, saw your lists, went down to 20, bad things started to happen again.
I know there are very few free slots, but I think this deck really needs to make a land drop for the first 4 turns.
I get this, but in my experience, things usually don't go this well. Speaking of starting hands, if you mulligan one landers (basic or fetch for island) plus cantrip, you have to to go to six cards 1/3 of the games (just anecdotical, no mathematics behind this).
If you keep and spend ponders and portents (because these are the only cantrips that can find you the lands you need) searching for lands instead of answers, it happens invariably one of the following:
- you stabilize the mana base, but then fail to find a vital terminus;
- you can't even stabilize the mana base, because either the only lands you can find are vulnerable, or you remain color screwed
- you are forced to choose between finding one land when the second and third cards are not relevant nor fetchable away, ensuring you a land drop but then two miss; or shuffling and just hoping to topdeck
Also, portent is obviously not the same as ponder in terms of hitting land drops.
Different build(s)
Just for your information, before seeing your lists with the Predict-UnexpectedlyAbsent package, I tried a couple of different thins.
- A standstill list with terminus, which worked but of course wasn't really Miracle, with two personal tutors. The plan being: I show you my terminus on top, because of that you don't extend the board; I plowshare your guy your EOT, draw the terminus not casting it, then play standstill. And then when you break it, I can put back terminus on top with brainstorm.
- A list very similar to the Predict-UA, but with 22 lands and only 6 slots to this removal-cantrip suite, using Hieroglyphic Illumination instead of Predict and Cast Out instead of UA.
The second list worked fine. Reasons behind it:
- you can cycle them early (or in dead matchup in the case of Cast Out) for a very little price;
- they let you enable very easily a combat or EOT terminus;
- Cast Out is more mana expensive (which isn't all that a problem in late and playing 22 lands) but only needs one white;
Finishers
Usually if you get to the late game you're unstoppable, but sometimes you are very low on life and/or very low on cantrips and/or without a Jace and you either need 10 turns to win or are prone to topdeck wars.
Also, I don't like so much Entreat the Angels when you are either forced to do it draw phase (prone to sorcery speed answers) or you have to put additional effort to enabling it their EOT (brainstorm or predict and 1-2 angels less due to mana spent to the cantrip).
So far, I have tested as different finishers: Gideon, Ally of Zendikar and White Sun's Zenith and I was satisfied with both. The first gives you also a defense from ground attackers; the second one is of course inferior to ETA in terms of power (but not in terms of number of bodies) and evasiveness, but does not require any preparation and being reshuffled you can cast it mid-term to stabilize and then again to finish.
Also I haven't tested, but think could be good against non-white opponents, Archangel Avacyn.
Someone proposed Cryptic Serpent but I don't want another finisher prone to Pyroblasts post side.
Splashes
Has anyone considered a splash, apart from Red? For example for Sylvan Library or Mirri's Guide, or different finishers.

