Re: [DTB] Miracle Control
I didn't draw Crucible yesterday, and also probably wouldn't have played it at all against those Decks. But I draw it in the weeks before and it provides tremendous card and resource advantage! Just don't be fooled into trying to establish a waste lock. You do that only against a minority of decks/on seldom occasions.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Azunjan
Hey guys, the predict version has really made me curious about it. I'm thinking of trying it out, but the only thing I'm not sure about is only 2 Jaces. Is it enough? :)
EDIT: I just saw anzi running in a daily with 4 Predict and 19 lands. Such madman ;D
I thought the same thing, tested up to 4 jaces and realized that I was just holding them until I hit an opening. I think two is fine as turn 4/5 jace is so rarely correct.
Re: [DTB] Miracle Control
You are correct about
Quote:
Originally Posted by
Moa
turn 4/5 jace is so rarely correct
I would never go as far as generalizing 2 Jace to be the right number, though, as that highly depends on the shell.
I guess, if your list boasts additional (non-standard) sources of C/A, 2 might be the correct call after all.
Speaking of which: I've been testing Predict once again and it sucked so bad (cycling roughly 50% of the time*) that I seriously wonder about its current hype.
-
*No I didn't cycle-cast it unless I really was under pressure.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
klaus
You are correct about I would never go as far as generalizing 2 Jace to be the right number, though, as that highly depends on the shell.
I guess, if your list boasts additional (non-standard) sources of C/A, 2 might be the correct call after all.
Speaking of which: I've been testing Predict once again and it sucked so bad (cycling roughly 50% of the time*) that I seriously wonder about its current hype.
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*No I didn't cycle-cast it unless I really was under pressure.
Well, you said it yourself. Predict is highly dependant on the shell. Could you elaborate?
Re: [DTB] Miracle Control
Quote:
Originally Posted by
klaus
You are correct about I would never go as far as generalizing 2 Jace to be the right number, though, as that highly depends on the shell.
I guess, if your list boasts additional (non-standard) sources of C/A, 2 might be the correct call after all.
Speaking of which: I've been testing Predict once again and it sucked so bad (cycling roughly 50% of the time*) that I seriously wonder about its current hype.
-
*No I didn't cycle-cast it unless I really was under pressure.
What were your metagame?
I've been testing predict as well, and it has been incredible.
Re: [DTB] Miracle Control
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Cipher
?
Re: [DTB] Miracle Control
Japanese FoWs for those who want it. I'll own a set just out of principle but I'll still be casting old border Willenskrafts or Forza di Volontas (likely the Italian ones; that's the language Im getting my FBBs in.)
Re: [DTB] Miracle Control
I suppose it's inpossible to buy a case, and anyway at which price?
Re: [DTB] Miracle Control
I have quite a few contacts in Japan and I was only able to secure 2 MM2 boxes. Interpret that how you will.
On a related note, how to approach Eldrazi MU? From their thread, it appears that they have a difficult time keeping up with Mentor or a large (3+) ETA, which makes sense since most decks do. The question is, how to survive that long? We can't let Smasher stick, nor can we let Thought Knot take a good card, but they've been saying that against us just run 2 threats at a time so Terminus doesn't blow them out.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
CutthroatCasual
I have quite a few contacts in Japan and I was only able to secure 2 MM2 boxes. Interpret that how you will.
On a related note, how to approach Eldrazi MU? From their thread, it appears that they have a difficult time keeping up with Mentor or a large (3+) ETA, which makes sense since most decks do. The question is, how to survive that long? We can't let Smasher stick, nor can we let Thought Knot take a good card, but they've been saying that against us just run 2 threats at a time so Terminus doesn't blow them out.
The matchup is, depending on if they run Warping Wail or not, ranging from poor to miserable.
Counterbalance is, as always versus these kind of decks, pretty poor (most play 3-4 caverns). I think the best thing is to stick a top, terminus with protection (against Wail) and then follow up with either Jace or a quick mentor/Angels.
I think game 1 matches are very hard, and I don't really think, unless you play specific hate cards (Moat, Peacekeeper, stuff like that) that the matchup is pretty tough after board too. TKS is a busted magic card.
If you play a generic, non-haymaker sideboard the matchup is very bad, and you will most likely hope that Eldrazi player draw poor.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Quasim0ff
Are you playing the daily today? Stream please?
I will try my best to get some recorded matches a couple times this week! I played 4 matches vs Grixis Delver yesterday (went 3-1: 1-2, 2-0, 2-0, 2-1) vs a good pilot w/ the 19 land build. It was pretty sweet because the entire game I felt like I was operating off of 3 to 4 lands, which normally I would never be able to do. Having a low curve is sooooooooo sweet. The games I lost were when I couldn't find enough copies of the actual removal spells (I'd draw 1 STP and a SCM, but no more copies of STP/Terminus). I'm still trying to assess the manabase because I think its worse than shit atm, so if any of you guys have feedback I'd love to hear it. Also most of the times I drew Predict vs Delver I tried comparing it to JTMS or ETA in that situation and looking past the mana I had, I felt like Predict was better in all but one or two instances, simply because I could cast it through Pierce/Daze I tried recording the matches with OBS to upload later but for some reason it only captured part of my screen :( Will have to figure out what happened
EDIT:
RE: Eldrazi -
My initial thoughts (testing in progress) is that this deck is an underpowered version of MUD/12Post/etc in context of the Miracles matchup. The primary difference between the Eldrazi deck and the others mentioned is that the Eldrazi deck's threats are creatures we can interact with (as opposed to uncounterable Emrakuls and early Ugins). Preboard I think we are unfavored because our deck doesn't align properly with theirs - they have Chalice and Cavern while we have CB and a suboptimal countermagic suite. But postboard we board interaction that, when combined with creature removal, allows us to play magic, sustain, stabilize, and win. I think postboard the matchup is in our favor if we make it to the mid/end game.
Re: [DTB] Miracle Control
I don't think anyone at my LGS is playing Eldrazi, but tomorrow I'm going to run Moat and Meddling Mage, see what happens.
Re: [DTB] Miracle Control
So, this is where I'm at as far as miracles goes for philly
3 snap
3 mentor
4 brainstorm
3 ponder
4 swords
4 terminus
3 jace
1 council's judgment
2 counterspell
4 force
4 cb
4 top
1 karakas
4 tarn
4 strand
1 Mesa
3 tundra
2 volcanic
4 island
2 plains
Sb
2 wear//tear
2 containment priest
2 pyroblast
2 flusterstorm
2 rest in peace
1 supreme verdict
2 Vendilion clique
1 izzet staticaster
1 pithing needle
---
I don't think there's anything other than garden variety.
Basically, what I want to shore up (not even fix, per say)--in something like 1-2 cards--is the bug delver matchup. Felt absolutely miserable in testing after a few matches. Shardless is less of an issue since they have less countermagic, and you can win by handling the top of your library, and the other delver variants can get locked by cb+top. But bug delver is neither of these things, and I'm not sure on the right approach to winning, as a game plan or on what cards to use.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Neo_Altoid
So, this is where I'm at as far as miracles goes for philly
3 snap
3 mentor
4 brainstorm
3 ponder
4 swords
4 terminus
3 jace
1 council's judgment
2 counterspell
4 force
4 cb
4 top
1 karakas
4 tarn
4 strand
1 Mesa
3 tundra
2 volcanic
4 island
2 plains
Sb
2 wear//tear
2 containment priest
2 pyroblast
2 flusterstorm
2 rest in peace
1 supreme verdict
2 Vendilion clique
1 izzet staticaster
1 pithing needle
---
I don't think there's anything other than garden variety.
Basically, what I want to shore up (not even fix, per say)--in something like 1-2 cards--is the bug delver matchup. Felt absolutely miserable in testing after a few matches. Shardless is less of an issue since they have less countermagic, and you can win by handling the top of your library, and the other delver variants can get locked by cb+top. But bug delver is neither of these things, and I'm not sure on the right approach to winning, as a game plan or on what cards to use.
Do you know which version you're playing? Is it the one with main deck Thoughtseizes and Hymns, or is it the one with Stifles and Spell Pierces? Do they run Dark Confidants or Liliana of the Veil?
I have both BUG Delver and Miracles, and my experience has been (with Dark Confidant, Stifle, and Spell Pierces) that Miracles is a slightly tough matchup, though you have some good cards against the deck.
Since the deck is pretty fast, it's important to have spells that you can cast early. Flusterstorm and Wear/Tear are probably must side ins, as Flusterstorm is always strong vs BUG Delver decks because it deals with nasty spells like Stifle, Thoughtseize, Hymn, to Tourach, Maelstrom Pulse, and Wear/Tear is great vs many of their side ins (like Null Rod, Pithing Needle, Sylvan Library, and possibly Dread of Night). Unlike with Shardless Bug, Rest in Peace is actually good vs Bug Delver, since they are more reliant on Deathrite Shaman and Tarmogoyf to do damage, because they run fewer planeswalkers (usually 1-2 Liliana MAX and almost never Jace, the Mind Sculptor) and are weaker in the late game as a result. You can choose to include or not include Red Elemental Blast/Pyroblasts if you want; they're not always good vs that deck, and in your case, they are especially risky because you run 2 Volcanic Islands and no mountain, which can be dealt with by wastelands as early as midgame if you're not careful, meaning no more red spells. The main advantage in REB is that it is basically swords #5 and 6 for Delver, it can counter True Name Nemesis/opposing Vendilion Cliques (which, if they have any in their side, they are sure to bring them in vs you), and it's a good answer to early stifles. Cards to take out are probably force of will and Counterbalance, though balance can sometimes be effective if they're foolish and side out an abrupt decay. In general, don't count on this to occur. If you DO decide to bring in RIP, then it's probably correct to side out at least one of your three Snapcasters.
Other great cards include Vendilion clique and Supreme Verdict. Verdict is an absolute beating for them. Keep killing their creatures and you won't have any problems as long as you keep sylvan library off the table. Clique is quite strong vs them if they run planeswalkers, and if you EOT it, it can open the way up for a Jace next turn, which is your VERY BEST card in that matchup. You seem like you should be well positioned to win this matchup. I am surprised that you aren't running at least 1 Entreat the Angels, but to each their own. This matchup is very winnable if you are patient and don't walk into cards like daze and spell pierce when you cast cards like swords and terminus.
Re: [DTB] Miracle Control
Tried a 1 Clique 2 Jace list today (3 Snaps, 2 Mentors in board, 2 ETA main) and went 3-1. Didn't face any Eldrazi but I beat MUD after losing game 1. Mentor is great in that MU. We were able to get 12 players tonight.
R1: MUD 2-1 (Mentor beats g2, Jace + Mentor g3)
R2: DnT (one of the best DnT players I've ever faced, really knows his deck inside and out) 1-2
R3: mirror 2-0 (resolved a Moat and prevented his Mentor from ever attacking g2, Jaced him from there)
R4: Elves (a very good Elves player) 2-1 (won g3 at 1 life)
Good enough for top 4. We all split prizes.
Re: [DTB] Miracle Control
Like a lot of other people, I'm now playing Legacy online because of the leagues. I love being able to jam Legacy whenever I want, but Miracles seems a lot different online. In paper, I play the deck somewhat conservatively, and leverage the clock to my advantage, especially when you win a long G1. But online, I'm struggling with the chess clock. Part of this is due to the fact that I'm still new to MTGO (started playing online at the beginning of December), and I've definitely lost games due to clicking in the wrong order. But I have also lost games because I'm always behind on the clock.
So with this in mind, does anyone have advice for playing the deck online? Do you play differently online v. paper?
Re: [DTB] Miracle Control
I've been told learning hotkeys is crucial and makes things go a LOT faster. Clicking is so god awful slow, even when not playing Miracles.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
CutthroatCasual
I've been told learning hotkeys is crucial and makes things go a LOT faster. Clicking is so god awful slow, even when not playing Miracles.
Hotkeys have helped a lot. The most time consuming things for me are Counterbalance and Monastery Mentor. I've lost matches due to my opponent triggering Counterbalance purely to time me out. And Mentor is such a headache, as you have to put all of the Prowess triggers on the stack.
Re: [DTB] Miracle Control
streaming predictable miracles at www.twitch.tv/anzi104 in a few minutes! come watch me deck out