Originally Posted by
ComplexPants
Ok Miracles.
There are 3 versions, Legendary, "Regular" and Predictable. I have practiced the most against legendary which is basically what Joe Lossett plays. I played against predictable in the finals at EW and drew against a more regular build with mentors in the Legacy Trial before the main event.
My main feeling with Miracles is you cannot rush the match unless you want to straight gamble if they have a Swords and/or terminus if they have a top. There is a sweet-spot in the game to try and go off. Game 1, if we are unknown, we have a slight advantage because they might not realize that they are going to get combo'd quickly or that NoTW is a thing in our deck. I caught, many, many people by surprise with that card including seasoned players. Miracles will not put pressure on us, so we have time to develop out our board and get some protection for the combo. My other big thing with miracles, is accept the fact that you will likely have to make marit more than once. Which is where chalice is good. I'll mention that below.
The single most important card in miracles is the top. They can function without it, but it really turbo charges the deck. I will always try to keep that off the field or inactivate it with pithing needle. Doing that essentially takes terminus out of play for stopping the combo. I feel like if I can land a needle on top, I am way ahead in the game. Game 1 they have 1 way to deal with it, and post-board they have 3 cards (Council's Judgement and wear//tear).
Assuming I get top offline, my next goal is to see them tap out, unlikely, or get them floating 1 white with NoTW back up. I feel like the sweet spot for this is turn 4-5. The tricky part with miracles is given enough time they will find their answers and essentially lock you out. So you just get a sense when they are kind of vulnerable. Now, if you get hit by Swords, remember you just gained 20 life, and unless they find Entreat, they basically said they need to kill you twice. Yet another reason to try to turn off top. This gives you time to drop basic beaters like ESG and Hexmage. If they are foolish enough to Swords them, fine, less answers for your combo. I believe in game 2 in the finals, Daniel essentially had to kill me 3 times over, which again gives time to find the combo.
Another tactic I like against miracles is make them use their forces. It just empties their hand, which is how miracles gets weak. Also realize the sweet spot to use crop rotation is after a brainstorm or ponder. They are down a blue card from their hand and likely can't pull off the force. It is a great way to setup the combo when they are caught off guard.
Some specific things they can do, if they are good, that will really make you sad. At the start of combat, Clique to discard your NoTW followed by Swords. Or Clique themselves to reveal terminus. The legends version can use Venser to bounce Marit Lage. Then use Karakas to return Venser to their hand. I think this is the hardest version to play against, since they have 2 Karakas, 4 Swords, 4 Terminus, 2 Venser and 2-3 Clique and 2ish Snaps.
Blood moon is just blood moon. It is gross and honestly doesn't seem like it sees a ton of play right now. But fetching basics is good here. I normally side out 6/8 fast mana in games 2 and 3 (Counter Balance showing a land against Petal feels bad) and I am not trying to rush the combo. Krosan grip is better here just because only needs 1 green, but abrupt works better.
The sideboard cards I used against them were Chalice x4, Needle x1, Crucible, Winter Orb, Abrupt Decay x3 and Surgical Extraction x3 (on the play) IIRC. Crucible is very nice against miracles. 3cmc is a weird spot for them. They only have a few cards at that casting cost, so you can normally sneak that through. If you get it in play, chain GQ or Chaining the combo is just murder for them. They will not be able to keep up. Extraction is a good way to look at their hand and see if the coast is clear and a good way to look through their deck to see what answers they have or took out. I know some miracles players take out terminus. Winter orb I think would be good here, but I have never actually gotten it in play against them. Makes top much worse, which is good for us.
@DNSolver
I think you want needles. I am of the opinion that if top goes offline, you are winning. Top is good for us, but much better for them. And hoping that you nab it with turn 1 discard seems risky. NoTW is an answer to Karakas which, outside of needle and GQ, we don't have many of, especially nothing we can hide in our hand. I think 3 is about right since we can't tutor it, but 2 + more libraries might not be a bad though. Turn 1 library is a strong strong play. I run 7 discard and I think it is fine. So my thoughts on drownyard is it disrupts them, but does it break their inevitability? And eventually you get into the game of did I put good cards on top or bad cards and you enter a game within a game. But it does synergize well with surgical. As I said above, I have tested it, but in the long game it could be really good. I have also been debating choke as specific miracles hate, but a second GQ might do the trick.