Re: [DTB] Miracle Control
I've been playing the deck a bit lately and it just seems supersoft against merfolk. It might be them drawing lucky, but its really quite difficult to stabilize versus them. Any sideboard suggestions? I'm currently running 3 terminus/4 swords/1 shackles/3 snapcasters main.
Timely reinforcements doesn't seem like it'd do enough--it buys 1 extra turn as the blockers are mostly irrelevant. Nodes seems a bit too slow versus them as they tend to shit out their hand quite quickly.
Re: [DTB] Miracle Control
I play both decks, and what you always want is a jace or even better elspeth.
Only equipment hate will not do it.
CB also not the best card against stoneblade.
So if I would name:
1. Eslpeth
2. Jace
3. clique, peacekeeper, disenchant, explosives
4. I don't think manriki gusari is a good sideboard card.
edit: concerning merfolk, it is a bad matchup and there is not much we can do, beside playing peacekeeper, moat, humility, PTEs, wrath of god, EEs,....
here the stoneblade version shines, since batterskull or jitte is very hard to handle for merfolk.
Re: [DTB] Miracle Control
Quote:
peacekeeper, moat, humility, PTEs, wrath of god, EEs
I've tried most of these:
peacekeeper = killable now w/ dismember
moat = slow and can be played around w/ coralhelm commanders
humility = slow and 2-3 turns of 3 1/1's is still a lot of damage
PTE = accelerates them;
wrath of god = too slow and cursecatcher-able
EE isn't too bad in my experience though. At 2, it hits almost all of the relevant things, except for the vial. However, its too little too late a lot of the time.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Julian23
In Amsterdam, I was playing 50% of my matches against any kind of Stoneblade. Name a sideboard card you'd specifically want against that matchup!
Vedalken Shackles. Wins alone.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Piceli89
Vedalken Shackles. Wins alone.
You need to land it. Sometimes after you cast it, they just outright kill you because you are a turn slow. Also, everyone should be running 4 terminus md and some ee's in the board.
Shackles seems good if you can land it early. I'd play 1 max. A mix of terminus and ee seems to be the answer against folk. Also try to max out your Snapcasters. 2 for ones are fantastic.
Against Stoneblade some mixture of disenchants, cliques and more walkers/entreat. The more bombs the better. Disenchant is fantastic here because it's flashbackable even if they counter it.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
ivanpei
You need to land it. Sometimes after you cast it, they just outright kill you because you are a turn slow. Also, everyone should be running 4 terminus md and some ee's in the board.
Shackles seems good if you can land it early. I'd play 1 max. A mix of terminus and ee seems to be the answer against folk. Also try to max out your Snapcasters. 2 for ones are fantastic.
Against Stoneblade some mixture of disenchants, cliques and more walkers/entreat. The more bombs the better. Disenchant is fantastic here because it's flashbackable even if they counter it.
He asked specifically for a card that hoses Stoneblade hard, and it's really difficult that Stoneblade gets to kill you the turn after you've landed Shackles-unless you're so low of life or he has so swarmed with multiple Lingering Souls that you would have died anyways. Of course, you should aim to land it both protected and when you have at least the opportunity to activate it immediately, although it's not really always required.
I've played my fair games against Stoneblade and I can ensure that a resolved Shackles alone will at worst stall their ground for several turns, making them decide whether to slam their Snapcaster or Spirit tokens against themselves. Esperblade utterly suffers it if doesn't see it coming, i.e. does not board Disenchants. Which will be done anyways because of Counterbalance, so you should be careful and save Spell Snares.
The point is that Shackles blocks the only card that makes them resiliant to Terminus, which is Lingering Souls. They can run around Terminus slowrolling single Mystics and Batterskulls, but that's where you're more comfortable in plowing. Spot+mass removal plus huge ground staller makes it hard for them to go through; Entreat the Angels finishes the job.
Re: [DTB] Miracle Control
There is no need to re-invent the wheel. The majority of this decks lifespan, before Terminus, was under Merfolks rule. A lot of time was spent developing the deck to deal with Merfolk.
Wasteland is fantastic since it deals with Mutavault. It also deals with Cavern.
This deck should be fine at stabilizing early with 4 StP 4 Terminus, but you can run some more efficient spot removal if you still need help.
Shackles and/or Peacekeeper are the lock. Both dodge Cursecatcher. They run no artifact removal, and at most, 4 Dismember (often less). You have countermagic to protect Peacekeeper, and you can always stick a 2nd one if you have to. Terminus is fantastic at turning games around, and Entreat midgame for 2 Angels is a massive roadblock.
Fitting in a single Shackles MD would a good idea if Merfolk beclmes big again, sinceit forces aggro decks to overcommit, which plays right into Terminus (with a 2nd copy in SB).
If you're still having problems, run SFM/Batterskull in the SB. Toss in a Jitte too, and you're Merfolk and Goblins matchups should be covered.
Re: [DTB] Miracle Control
Hanni, I'm still unconvinced to pick up Miracle control but you almost sold it to me. Can you give a comparison between Stoneblade and Miracle control based on the meta for pros and cons? Why do you think it is a better pick than Stoneblade?
Re: [DTB] Miracle Control
Against Stoneblade:
Elspeth
Shackles
mini-jace (assuming you have 4 big jace)
V-Clique
Re: [DTB] Miracle Control
Quote:
Originally Posted by
bilb_o
Hanni, I'm still unconvinced to pick up Miracle control but you almost sold it to me. Can you give a comparison between Stoneblade and Miracle control based on the meta for pros and cons? Why do you think it is a better pick than Stoneblade?
Vs maverick you have an easy matchup and the RUG mu is also ok. That's the only reason I can think of, stoneblade has an easier matchup vs goblins/merfolk/ur delver/burn and esperblade vs reanimator/combo. Depending on CB main or sb the combo matchup is also good for miracle.
And I really don't believe that merfolk is a good/easy matchup even postboard it is 50/50 or worse. Maybe I am wrong.
Picking it up or not, you need a lot of practice and also need to play it fast since you don't want to draw. It does tricky things and also use top often, you need to know what you want to do and decide asap.
Re: [DTB] Miracle Control
Reading this thread I always think that I'd rather have Batterskull, Jitte on my side against aggro instead of Terminus and I'd rather have Thoughtseize+SCM on my side rather than Counterbalance against combo.
Re: [DTB] Miracle Control
that's why I will run esperblade in gent and not uw miracle. ;-) psssst don't tell anyone.
Re: [DTB] Miracle Control
@Julian: I played with Nodes in my sideboard this weekend. I was surrounded by Stoneblade all day, so I only ended up siding it in once all day (against Goblins). Nodes was good in testing against RUG and Maverick, because it eliminated Goose and Mom without having to target them. I think it's a good marginal addition to a removal suite that has something like 4 Swords, 2-3 Snapcaster, 3-4 Terminus, and 1-2 Path, because it is basically a sacrifice effect that gets around shroud/protection effects. If you're expecting Stoneblade, I would rather have Shackles or Elspeth over Nodes (I know this from being on the Stoneblade side of the match, and getting wrecked by those cards). You should beat Stoneblade almost every game that you can get Counterbalance active.
Re: [DTB] Miracle Control
Also, Nodes seems more optimal when it's in your opening hand and you're higher on life. It felt like a card that kills your opponent's tempo for a few turns and lets you hit a few land drops. A lot of times your opponent still manages to get one more hit in. So, it's not always good to see whenever you're behind and never seems that awesome late game.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
JimmyC27
Also, Nodes seems more optimal when it's in your opening hand and you're higher on life. It felt like a card that kills your opponent's tempo for a few times and lets you hit a few land drops. A lot of times your opponent still manages to get one more hit in. So, it's not always good to see whenever you're behind and never seems that awesome late game.
That's the problem with running only one. I'd prefer to have an early Nodes against just as many or more decks than I'd like a Counterbalance, which seems good against only RUG imo... I may start testing UW miracle Nodes soon.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
somethingdotdotdot
moat = slow and can be played around w/ coralhelm commanders
How does that work? Coralhelm can't play around moat.... He loses all his abilities, and is just a 1/1 dude with a bunch of level counters.
Re: [DTB] Miracle Control
I believe you are confusing it with Humility.
Re: [DTB] Miracle Control
Hah. Ironic perspective from the Blade threat:
Quote:
Originally Posted by
mike1987
Was wondering do you guys have any tips to win U/W miracles? Been playtesting with my friend a few times and I have lost almost all of them. Terminus, plus swords to control the tempo. Countertop lock and entreat the angels/jace win con.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
bilb_o
I believe you are confusing it with Humility.
Bah your right :( LOL
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Hanni
There is no need to re-invent the wheel. The majority of this decks lifespan, before Terminus, was under Merfolks rule. A lot of time was spent developing the deck to deal with Merfolk.
This deck should be fine at stabilizing early with 4 StP 4 Terminus, but you can run some more efficient spot removal if you still need help.
+1
In other news, so far I'm liking Cunning Wish as the swiss knife card over Oblivion Ring.