It's basically R/G combo lands splashing black for maindeck decays and thoughtseizes/bobs in the board.
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For reference: http://sales.starcitygames.com//deck...p?DeckID=99299
Dave also just won a 60-man event in MD yesterday playing the same deck. I'm not sure if he made any changes from the Open.
This deck put three copies in the Top 8 of the event, out of three, maybe four copies total in the tournament.
Obviously, there're new variants of Lands on the radar. This is evident because Pfire is not as attractive at the moment.
Long story short, there're:
1. The traditional lands shell, with Dark Confidant and Thoughtseize in the SB.
2. The Vampire Hexmage turbo build (mostly Europe), using Crop rotation (to complete the combo as well as protect via Sejiri Steppe) and Not of This World to push through a win.
How're these relevant to Miracles?
Against build 1, it generates lots of CA in the SB games, if left unchecked. Your StP is heavily taxed on both DC and 20/20. If you play RiP too early, then you have no StP to flashback on. EE shines since it would take care of Library, DC, Vortex, Choke, Sphere... or whatever.
Against build 2, this is very tricky. The MU plays out more like the Infect MU. It looks like Lands, but it doesn't run Wasteland/Loam, very deceiving.
I'm just getting into miracles (21 lands, 4 ponder) and I've been having some trouble with combo decks, namely reanimator. I've had some difficulty finding resources for reading up on this matchup. Can anyone share some info?
G1 is nigh unwinnable unless you luck into a Karakas and they don't have permission.
G2 you bring in RIP, Containment Priest, Wear//Tear (for Pithing Needle naming Karakas and other artifact-based hate), Venser, more counterspells. We win this MU by fighting over the stack in order to resolve our hate. Many lists turn into a bad Show and Tell deck so be weary of that.
What do you all think about the card Pieces of the Puzzle from SOI?
http://mythicspoiler.com/soi/cards/p...thepuzzle.html
It could be a good way to clear top, but also get some card advantage/action into our hands. Obvious downside is that it is a sorcery.
3 mana sorcery speed. Yuck. The only 3-mana sorcery we should ever play is Council's Judgment.
It also only gets instants or sorceries. If I'm digging, I'm not digging for a Ponder or a Brainstorm or a Terminus that I then need to find a way to Brainstorm back on top. I'm digging for a Jace or an ETA or an immediate answer to something.
G1 is only unwinnable if they have the nuts. Namely being on the play, having Entomb or Study / Griselbrand, a Reanimate spell and a Daze and/or Force backup. If not it's not that bad of a MU.
You should focus on setting up Counterbalance / Top on 1/2 as fast as possible, without playing into his Softcounters. Spell Pierce main helps immensly against his early discard / action. You should try to counter the spell that puts the creature into the graveyard as they have more ways to get it out of there as opposed to into there. But try to play around Daze especially. F.e., he starts with USea, Entomb. Don't use FoW here as he will rip you apart if he has a Daze. In that case, just make your landdrop, do nothing and force his next play. You can also try to read your opponent a bit. The important part is, try to eliminate as many possibilites for him to answer your permission as possible.
Same for G2, if it's not really necessary, do not slam RiP T2, just go for the save plays.
Generally speaking, Reanimator punishes your greedy plays way more than a Delver deck would as it's pretty impossible (but doable) to remove his reanimation target, especially if it's Griselbrand.
That being said, I went 5-0-1 in this weeks Win a Dual in Tübingen. I'm still not too sure about my sideboard, but the maindeck is shaping up pretty well. Switched a last minute Ponder against a Vendilion Clique which ended up saving the day.
So, the list isn't too different from the Legacy challenge one, but I chose not to play Moons main and also couldn't find my second Predict, so I'd maybe just have played one Ponder. Wear / Tear, again, was absolutly fantastic.
1 Arid Mesa
4 Flooded Strand
4 Island
2 Plains
4 Scalding Tarn
3 Tundra
3 Volcanic Island
[21 Lands]
2 Jace, the Mind Sculptor
[02 Planeswalkers]
4 Sensei’s Divining Top
[04 Artifacts]
4 Counterbalance
[04 Enchantments]
3 Snapcaster Mage
1 Vendilion Clique
[04 Creatures]
4 Brainstorm
1 Counterspell
4 Force of Will
1 Predict
2 Spell Pierce
4 Swords to Plowshares
1 Wear / Tear
[17 Instants]
2 Entreat the Angels
2 Ponder
4 Terminus
[08 Sorceries]
[60 cards maindeck]
Sideboard:
2 Blood Moon
1 Containment Priest
1 Engineered Explosives
2 Flusterstorm
1 Izzet Staticaster
1 Keranos, God of Storms
1 Moat
1 Pyroblast
2 Red Elemental Blast
1 Rest in Peace
1 Vendilion Clique
1 Wear / Tear
[15 cards sideboard]
[75 cards total]
Round 1: Eldrazi
G1 my hand is pretty crappy. I can StP a TKS while he smashes with Mimic, Brainstorm into a Counterbalance and Jace. I put Jace on top and land Balance in the hopes of him playing another TKS. Instead, he plays Endless One for four instead of five, which saves the day. Next turn, another Endless One arrives, this time for five. I find Entreat and decide to shuffle away Top. He doesn't have Warping Wail, so three angels demolish his board. He tries a Matter Reshaper but I have another Entreat on top. Yay.
G2 starts with him going for Endless One for 4, then Reality Smasher, while playing Thorn of Amethyst, Chalice for 1 and then... Winter Orb. Luckily I have a Wear / Tear in hand, so the Orb goes and a Terminus cleares his board. Counterspell, Snapcaster and Clique stall him long enough for me to take it home.
Round 2: Junk
G1 was pretty uneventful. I remove a Dark Confidant and 2 Stoneforge Mystics, then land a Jace while he is flooding out.
G2 sees me dominate the board with an Izzet Staticaster, paired with Snapcaster Mage to eliminate his Liliana after the dark planeswalker almost went ultimate. A timely Jace (read: SUPER TOPDECK LOL) helped me stay in the game. The fact that he only drew x/1s also helped. My surprise boarding worked and Blood Moon shuts him off completly. Up until the Moon, pretty tight game.
Round 3: UR Delver
G1 I have to mulligan to five. Luckily, his only pressure is a Young Pyromancer that I can remove without him producing any tokens. He has enough burn to get me down to 8, but I'm topdecking CounterTop like a champ, so he's locked up with a Wear / Tear on top.
G2 another mulligan to five. This time, he is more aggressive, but a Terminus can clear the board before I'm droping too low. I opt not to play my third dual, which saves the day as I'm on twelve and he double Prices me in response to CB. Close. He drew two lands too much in both games to actually finish me, so I dodged a bullet there.
Round 4: Grixis Delver
G1 is a long and drawn out affair in which I draw entierly too many lands. Really missed Ponder in that position. It's pretty much an attrition war until we both have no cards. He finds double DRS shortly after while I find nothing and die to the drain.
G2 is quicker. He tries to be aggressive but I have all the right answers. His Sulfuric Vortex sticks though. So again, with both out of cards and me with a blind CB, he plays Ponder, I blindflip Entreat. Better lucky than good.
G3 has four minutes on the clock. He gets me pretty low, but not low enough to finish me, so we draw.
Round 5: BUG Delver
G1 starts with a DRS on his side but nothing else. He's just cantripping and playing lands. At one point, he resolves Sylvan Library, but the Wear / Tear is already in my hand. His DRS drains but he is clearly flooding out, so I have enough time to find Entreat for the win.
G2 has a Goyf, paired with Liliana to get me into a pretty bad position. I have to hop through some loops to get there, but can kill his Goyf with StP, flash in Snapcaster without value in response to his discard and bounce his second Goyf with a follow up Jace. So Liliana starts losing counters while Jace keeps the Goyf in check. Keranos follows, killing the small stuff that he plays and then also Liliana. God of Storms for sure.
Round 6: Jund
G1 sees me again killing a Sylvan Library with Wear / Tear. His draw is pretty slow, so I have enough time establish a board presence, then hardcast a Terminus for a 3-1 trade. He lands Liliana, but I have a Vendilion Clique and a Snapcaster to kill her. He actually manages to stabilize on 2 life, I think I find Entreat for the win?
G2 he gets a gameloss for having cards in his deckbox that don't belong to his deck.
So.. I get a Volcanic Island for my troubles. The deck performed incredibly well, although I got lucky multiple times through the tournament (mainly with Entreat being on top. Guess that's why they call it a miracle). Almost forgot how it feels to play with a more secure manabase :D
Do you think Wear//Tear is good enough to be a permanent MD card or did you just heavily metagame this event?
I don't like being 3 colors MB, even if it is just one card.
It was an addition for the MTGO meta, were Eldrazi is running rampant atm. Seeing that more and more people are adapting to Miracles with MD hate / solutions (most prominent example being BUG and Sylvan Library) and that Chalice on 1 is devastating, I think it warrants the slot so I kept it in. In the Legacy Challenge, it helped me kill a CB/Top lock G1, which was golden. I think it could be Council's Judgement, but at the moment, I really like it being Wear / Tear.
Both are 2 mana solutions to Chalice, but W/T is FAR superior on the top of your library. In theory EE is more flexible, though. Council's Judgement is arguably even more flexible than the other two, as it can remove planes walkers, fat creatures, and untargetable/indestructible stuff.
Also, EE can't be recurred with Snapcaster, or deal with Null Rods.
In the more aggressive builds, (with maindeck Mentor or several Cliques) I would probably lean towards W/T, and in slower builds (Snap only plus up to a single Clique), I would lean more towards CJ, as planes walkers are more problematic here.
Not only EE is more flexible, EE's ceiling is much higher in that it can act as another mass removal. Sure floating wear//tear can be nice, but EE actually deal with creatures and Liliana. CJ is never a good option when you want to use it against Vial decks, since it's very likely that deck has Thalia/Port/taxing effect, pushing the Mana cost needed higher.
One corner case is that if you decide to run Mystic Gate and/or Cavern, EE would actually perform better. For example, if there is a Chalice on one and a Sphere of resistance on the board, your ability to produce colorless Mana can matter.
I actually lost a game against Eldrazi some while ago because I couldn't produce colorless mana. -> Thorn of Amethyst, Chalice of the Void 1 and 2 Endless Ones. EE would've been pretty devastating :D
What I actually like most about W/T over CJ is that W/T is instantspeed. EoT cast W/T, then untap to do your "broken" stuff is far superior to tap 3: CJ.
So how to beat RGb Lands? Does our board plan change?
Dark lands has significantly more and better answers to things like CB and BM. More reason that I've been cutting it =P. They are more soft to graveyard hate than previously, since vortex is usually worse than pfire. Vortex is even more stringent on them being able to loam than normal. However, it's also about the same in most cases as regular lands since they're plan against us is to just jam anyway. Different plans of attack from our perspective. Overall, where we were marginally favored against the original RG lands, this new dark variant makes the matchup more close to even, or even more so, favorable for them. It's a different beast entirely.
1-2 drop this week.
R1 - RUG Delver. CB lock is good.
R2 - Elves. G1 he turn 2's me after being on the draw. One of the most annoying feelings ever; and I don't have a FoW, and top card is Terminus that I put there with a Brainstorm. G2 soft lock + Containment Priest + Jace + ETA gets there. G3 he's able to overrun me faster than I can keep up, and he was able to Decay my turn 2 CB. Always a pleasure playing against this guy (he's a regular at this store) since he's one of the best Elves players I've met.
R3 - Belcher. I am bad and don't aggressively mull to FoW so I lose in 3 (he won the die roll, G1 turn 1'd, G2 I CB locked him, G3 I mull to 6 with no FoW.)
Dropped the event.
You keep both jace and eta versus elves? Damn, that's a high curve... I overload on early interaction and usually beat them Clique after I won (read: terminus the 2nd time, and snapcaster a bunch of swords.) I don't want to draw jace or angels, ever, in that matchup.
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Keeping Jace isn't that unreasonable, it really depends on the 75. I'm playing a hyper velocity predict build with no Jaces at the moment and actually cut StP vs Elves for example, as crazy as that sounds.
EtA has very little reason to be in the deck though.
Here's something I've been wondering about. I play two Surgical Extraction in the SB over RiP as there are four Snaps in my build, the deck leans heavily on them. Last week at my LGS I extracted Decays with a CB in play G3 vs Storm, pretty much ending the game. Does anyone consider it reasonable to bring in Extraction vs Decks boarding into Decay for CB? I'm not talking about decks already packing decay MD, there I will side them out. I'm thinking specifically Elves where CB can be so devastating. I don't think so as it's going to require drawing, playing and surviving to get two into play, but would like hear others opinions.
EDIT: Thinking about it more this is waaay too narrow, the matchup is already good, no need to jeopardise it by bringing in cards that can be dead.