Re: [DTB] Miracle Control
Quote:
Originally Posted by
Ocean
Got to hate that player. Bad and slow.
You are aware that this is the gentleman who won GP Kyoto right? He's a very prominent miracles player in the Japan area and has had really good finishes with this list. His list was heavily metagamed for Japan (Omnitell central) with wastelands to combat boseiju. He's overall an immaculate player if you watch GP Kyoto. And the burn player in the video is one of the best burn players I've ever seen. Multiple top 8's with the deck.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
TheArchitect
Playing RIP, helm, Energy field and 23 lands, seems much more expensive than playing 21 lands, 4 ponders and more counterspells and removal. Also, RIP and its friends are just not good.
If you on a budget, you can get away with 1 tundra for a while. 4 is never needed, even if you had all the cards in the world and karakas is also not really good in your build. Fetchlands are essential, you NEED at least 9 of them, ideally even more. Buy these before you buy any more duals or other pricey cards.
I keep a running budget miracles list updated because people are always asking where to start with the deck when on a budget, this is probably very close to your best option:
21 LANDS
4 Island
2 Steam Vents
4 Flooded Strand
1 Tundra
2 Hallowed Fountain
4 Other Blue fetches (doesnt matter what ones)
2 Plains
2 Arid Mesa
4 Brainstorm
4 Ponder
4 Terminus
4 Force of Will (You can probably get away with 3 FoW and another Counterspell for a while if you want to)
4 Swords to Plowshares
1 Council's Judgment
2 Entreat the Angels
2 Counterspell
2 Spell Pierce
4 Counterbalance
4 Sensei's Divining Top
2 Jace, the Mind Sculptor (some lists might want 3 Jace, personally I am not even using my 3rd jace right now because I think 2 is the right number in this meta)
2 Monestary Mentor
Snapcaster is expensive, and very good, but the deck can function without him. Eventually you should get 3ish of them though.
SIDEBOARD:
2 Rest in Peace
3 Meddling Mage
3 Pyroblast
1 Supreme Verdict
1 Disenchant
1 Pithing Needle
1 Council's Judgment
1 Izzet Staticaster
2 Counterspells/Spellpeirce >> 2 Flusterstorm
Flusterstorm is a very expensive card, but its relatively low impact for its cost. Also, in some metas I chose to not even use my flusters because spell peirce was better at the time. So you can get that latter.
Priority for expensive things:
1. Top, CB, 9+ Fetchlands: the deck needs these.
2. 2 Jace
3. 1 Tundra
4. FoW
5. 1 more tundra, 1 Volc
6. Snapcasters, 3rd jace (if the meta is even good for jace)
7. 1 more tundra, 1 Volc
8. SB stuff (blood moon, flusterstorm, etc)
Wow, that helps a lot thanks.
My logic for me using a RIP list was because I already had the cards for it ( helm,RIP, energy shield ), and the price of snapcasters was a little steep. Given that, I'll be defiantly using your from now on. It seems much more powerful and it avoids snaps.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Bigturk94
Wow, that helps a lot thanks.
My logic for me using a RIP list was because I already had the cards for it ( helm,RIP, energy shield ), and the price of snapcasters was a little steep. Given that, I'll be defiantly using your from now on. It seems much more powerful and it avoids snaps.
My advice to anyone making blue decks on a budget is just play more cantrips. Like if you are missing a card, add a preordian, it will never be too bad. I have not seen a updated list from him in a while, but if you take Reid Dukes approach to Miracles (no snaps or cliques) and just cut to 21 lands, play some shocks, and add 4 ponders will probably give you the best bang for your buck. Snapcaster is mostly just in the deck to because its really good value and it lets us play more brainstorms. You will just have to be a little more deliberate with your brainstorms since you will likely cast less of them throughout the game if you are not playing 3 jace and 3 snap.
If you want to capitalize on the fact that you are not playing snapcaster, another option is to play 1-2 maindeck Relic of Progenitis. I have seen very good players (Joe, Ried, Eli) do this before and it can be really good. RIP is totally dead in some matchups and low impact in others. Relic is never totally dead. As cool as it is, energy field and helm are just not consistent, and don't make RIP worth playing.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Minniehajj
You are aware that this is the gentleman who won GP Kyoto right? He's a very prominent miracles player in the Japan area and has had really good finishes with this list. His list was heavily metagamed for Japan (Omnitell central) with wastelands to combat boseiju. He's overall an immaculate player if you watch GP Kyoto. And the burn player in the video is one of the best burn players I've ever seen. Multiple top 8's with the deck.
No doubt he's a great player but I will say I was shocked he shuffled away the terminus, I guess he felt he wasn't getting anywhere? A fireblast just felt inevitable. Anyone have insight there?
Re: [DTB] Miracle Control
Quote:
You are aware that this is the gentleman who won GP Kyoto right? He's a very prominent miracles player in the Japan area and has had really good finishes with this list. His list was heavily metagamed for Japan (Omnitell central) with wastelands to combat boseiju. He's overall an immaculate player if you watch GP Kyoto. And the burn player in the video is one of the best burn players I've ever seen. Multiple top 8's with the deck.
Really? I feel he played poorly the first game, didn't bother with the rest because of the pace, honestly. Its easy to talk behind the screen an things are different live, but still.
Re: [DTB] Miracle Control
Yes really. And I think it's case of both players playing the game really really well, and it's harder to see split decisions like that from a perspective of the viewer who has all the information. I would recommend simply rewatching coverage with only the perspective of one player at a time; just try to get your head into what the player is thinking about given the only information they were privy to. I think, then, you'll realize that this was a case of 2 players playing well rather than one player playing poorly.
Re: [DTB] Miracle Control
Watched the first game again just to be sure. It was actually difficult to lose that one, not well played at all. Now what is beyond me is that this guy managed to win a gp, specially considering his lethargic style.
Re: [DTB] Miracle Control
It could also be a case of the guy not respecting the burn opponent. Not totally unheard of. Regardless, I don't think burn is a matchup anyone can dismiss, the deck has been quite good for quite some time.
Re: [DTB] Miracle Control
So many Shardless, So many....
Here's another wild idea: how about Chalice? What is it good for? Well, mostly LED, Lotus Petal, and Ancestral Vision.
Why not just Red Blast the Vision, CB flip counter the Vision? Well.., because it's difficult to have a hand against BUG decks running discard and Liliana. Oh~ before you ask, I have misdirected Hymn before, and Shardless still luck sac or eventually climbed back into the game because a Vision resolved. CB flip counter could work, but BUG decks pack needles and/or null rods for SDT, so I won't even count on CB that much.
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http://www.magiccardmarket.eu/MKMSer...&idt=3&idev=20
Looking at the brackets, a mentor miracles lost to ant while another mentor miracles lost to sneak and show. I guess that shouldn't come as a surprise if you think about their 75s.
Re: [DTB] Miracle Control
Played in 2 tournaments the last 2 weekends.
2-0 Esper Mentor
2-0 Infect
2-1 Miracles
2-0 ANT
ID
ID
QF: 1-2 DxT
------------------------
2-0 Elves
1-1 Ichorid
2-0 RW Prison
1-1 Grixis Delver
2-0 4C Control
QF: 2-0 RUG Delver
SF: 1-2 Punishing Blue
Decklist:(Angelo Cadei's list)
4 Flooded Strand
4 Misty Rainforest
2 Arid Mesa
3 Tundra
3 Volcanic Island
3 Island
2 Plains
3 Snapcaster Mage
2 Monastery Mentor
4 Brainstorm
4 Ponder
4 Sensei’s Divining Top
4 Counterbalance
4 Force of Will
2 Counterspell
4 Swords to Plowshares
3 Terminus
1 Counsil’s Judgement
1 Entreat the Angels
3 Jace, the Mind Sculptor
sideboard:
3 Flusterstorm
3 Vendilion Clique
3 Red Elemental Blast
1 Wear//Tear
1 Rest in Peace
1 Surgical Extraction
1 Containment Priest
1 Izzet Staticaster
1 Engineered Explosives
Games went really smooth, the Punishing Blue MU is very hard though.. Won g1 with EOT entreat before he takes control.. Lost g2 to a T1 CotV and g3 was a real grind. I eventually find W/T for his CotV@1 and Sylvan Library he played, but it was too late already.
This is a matchup (also DxT) where I would really like a second effect like Wear//Tear, possibly a Disenchant replacing the Izzet Staticaster.
I think Izzet Staticaster is quite useful (like Infect,Elves,Maverick,ANT,..) but not necessarily needed in the sideboard.
Greetings-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
rancOr_
Played in 2 tournaments the last 2 weekends.
2-0 Esper Mentor
2-0 Infect
2-1 Miracles
2-0 ANT
ID
ID
QF: 1-2 DxT
------------------------
2-0 Elves
1-1 Ichorid
2-0 RW Prison
1-1 Grixis Delver
2-0 4C Control
QF: 2-0 RUG Delver
SF: 1-2 Punishing Blue
Decklist:(Angelo Cadei's list)
4 Flooded Strand
4 Misty Rainforest
2 Arid Mesa
3 Tundra
3 Volcanic Island
3 Island
2 Plains
3 Snapcaster Mage
2 Monastery Mentor
4 Brainstorm
4 Ponder
4 Sensei’s Divining Top
4 Counterbalance
4 Force of Will
2 Counterspell
4 Swords to Plowshares
3 Terminus
1 Counsil’s Judgement
1 Entreat the Angels
3 Jace, the Mind Sculptor
sideboard:
3 Flusterstorm
3 Vendilion Clique
3 Red Elemental Blast
1 Wear//Tear
1 Rest in Peace
1 Surgical Extraction
1 Containment Priest
1 Izzet Staticaster
1 Engineered Explosives
Games went really smooth, the Punishing Blue MU is very hard though.. Won g1 with EOT entreat before he takes control.. Lost g2 to a T1 CotV and g3 was a real grind. I eventually find W/T for his CotV@1 and Sylvan Library he played, but it was too late already.
This is a matchup (also DxT) where I would really like a second effect like Wear//Tear, possibly a Disenchant replacing the Izzet Staticaster.
I think Izzet Staticaster is quite useful (like Infect,Elves,Maverick,ANT,..) but not necessarily needed in the sideboard.
Greetings-
Excellent to hear! This is a list very similar to what I'm running myself, and it seems many Europeans are having success with its ilk. Here's Einherjar latest list (extremely similar) shown via a tweet from Julian Knab:
https://twitter.com/itsJulian23/stat...12279405682688
I imagine the matchup against non-blue decks is overall slightly worse, so mentor main deck helps shore that up. I agree with the point about staticaster, but there's a lot of infect around here so that card is invaluable.
Re: [DTB] Miracle Control
Hi there, im realtively new to the deck and have a few questions:
1) In which specific matchups we dont want to have entreat the angls postboard?
2) Which build would you recommend in a meta filled with control (Miracles, Stoneblade, Sharldess BUG, Dragon Stompy and Lands), combo (Reanimator, Dredge and ANT), but without any DnT/Maverick and little to no delver.dec? I was thinking of Lossets Legend miracles list
Re: [DTB] Miracle Control
Quote:
Originally Posted by
kkkant
Hi there, im realtively new to the deck and have a few questions:
1) In which specific matchups we dont want to have entreat the angls postboard?
2) Which build would you recommend in a meta filled with control (Miracles, Stoneblade, Sharldess BUG, Dragon Stompy and Lands), combo (Reanimator, Dredge and ANT), but without any DnT/Maverick and little to no delver.dec? I was thinking of Lossets Legend miracles list
1) Any fast combo MU (Elves, TES, ANT) since once you counter their going-off turn, you can Jace them out. SneakShow I would keep them in since they're another 3 drop to counter SnT, and if you can stall long enough to make X = 2, they have to counter it, meaning 1 less counter to fight through when they want to SnT.
2) Not too sure, but going heavier on Legends seems correct.
Re: [DTB] Miracle Control
Am I the only one who tried out the 2x mentor main variant and didn't like it?
Re: [DTB] Miracle Control
Quote:
Originally Posted by
deliciouswaffles`
Am I the only one who tried out the 2x mentor main variant and didn't like it?
Unlikely.
It would be super interesting what you've played against and why you didn't like it though. Otherwise, it's pretty irrelevant...
Re: [DTB] Miracle Control
I am a little lost. Why did suddenly (I mean since last year) playing ponder became a must in almost every miracle build? I'm not saying it's not great, but for a lot of time nobody used to play it and the deck did great anyways. Has anything changed or it's just the build getting closer to its ideal?
Re: [DTB] Miracle Control
Quote:
Originally Posted by
kkkant
I am a little lost. Why did suddenly (I mean since last year) playing ponder became a must in almost every miracle build? I'm not saying it's not great, but for a lot of time nobody used to play it and the deck did great anyways. Has anything changed or it's just the build getting closer to its ideal?
I don't think this is a new change, the majority of miracles players have been playing ponder lists for a while. It was really only Joe Lossett that was playing the legends build without ponder to any great success.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
skyout
I don't think this is a new change, the majority of miracles players have been playing ponder lists for a while. It was really only Joe Lossett that was playing the legends build without ponder to any great success.
While it wasn't the Legends version, Ried Duke was also crushing some folks in the pre-DTT era with ponder-less Miracles. Duke was a bit unconventional however with his land heavy, totally creature-less version. Regardless it did well.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
deliciouswaffles`
Am I the only one who tried out the 2x mentor main variant and didn't like it?
I didn't like it as a 2-of in the 75, so I probably won't like it as a 2-of in the 60.
Re: [DTB] Miracle Control
Quick question: how would you guys board against Punishing Blue?
I've also found this particular matchup to be quite a challenge and wondered what the key is to swing this matchups in your favor.
Most games I won were when I would achieve a full counterbalance lock (2 and 3 drops on top) to put enough damage through or with some graveyard hate to remove punishing fires. The problem is that the counterbalance lock is only a temporary solution as it's just a matter of time before they draw their abrupt decays to remove it.