Re: [DTB] Miracle Control
I top-8ed a GPT for GP Prague in Paris (about 40 people) using the list that was posted earlier by Minniehajj. I have more practice with the more generic 2 mentor 4 ponder list, so that resulted in some awdward sideboarding decisions, which may have cost me one or two games. I was able to test the list through a mtgo league before playing it on paper, but made a few audibles on the sideboard.
So I copied the same 60, but used the following side:
1 Monastery mentor (3rd one)
1 Predict (3rd one)
2 Pyroblast
2 REB
2 RIP (couldn't find surgicals in time for the tournament)
2 Clique (Still wanted to play those I really like having access to it)
1 Keranos (boarded it against Nic Fit but didn't see him, and didn't face MUs where I really wanted him)
2 Flusterstorm (don't own 3 in paper)
2 Wear//Tear
During the rounds, I faced:
R1 Nic Fict, 2-0.
I win game one off an early Jace, giving me enough CA to kill everything he presented, then going for the ultimate
Game 2 was a lot more difficult as he was able to use GSZ for Sigarda a lot (I think I was able to kill 3 or 4 sigarda using Terminus and hardcast snapcaster-terminus) but I couldn't find a way to kill yet another sigarda, and was at 10 life. I am able to find a mentor, go down to 5 life and them "storm" off for a 1-turn kill which was pretty awesome.
R2 RUG Delver 0-2
Game 1 he is able to resolve a early sylvan library (he had 2 MD), takes 16 life. I am nearly able to recover and kill everything but can't find an answer to a TNN.
Game 2 same scenario, I am a little light on lands and he is able to wasteland me twice, and resolve a sylvan library.
R3 Oops all spells 2-0
Game 1 we both mulligan and keep pretty bad hands. Mine is a counterspell, 2CB and lands (I knew he was on some kind of fast combo decks). I decide to not go down to 5 given the really high probability to open nothing and hope this counterspell is good enough. He seems to also have a bad hand. I am able to get to 2 lands, use my counterspell for the creature that makes him win, play a CB, then another CB. I find a FoW to counter another key spell and then win with a snapcaster.
Game 2 I keep a 1 lander with 3 FOW, 2 flusterstorm and a clique. I can't find a land for several turns, but I can survive with so much counters, and resolve a clique and beatdown for the win. He was on a belcher plan on game 2.
R4 UR Delver Prowess (Stormchaser+swiftspear+POP)
Game 1 I can't play around Price of Progress since I drew only scalding tarns. He gets me down to 4 with creatures and bolts and I die to a price of progress since I have 2 tundras
Game 2 I win with a CB lock, he can't get out.
Game 3 He surgicals my CBs after countering the first, but I am able to kill his creatures and go on the offensive with a mentor killing him in 2 turns.
R5 Sneak and show.
G1 he opens with a top. We play draw go until turn 4 where I try to resolve a CB, with 2 lands up. My hand was snap, CS, FoW FoW 2 blue cards. He spell pierces the CB. I let it resolve. On his turn he tries to play a Show and Tell, and I end up winning the fight with counterspell+2 Fow, as he also has 2 forces. So we both go back to very few resources, and I am able to find a snapcaster to beatdown before he can recover, and my tops gives me better answers than his.
G2, he also plays a turn1 top, which I don't FoW (maybe I should have: really don't want him to find a boseiju). We have a few counterfights over Show and Tells which I win, then I am able to resolve CB, use wear/tear on his top to bounce it and then counter it when he replays it. We play draw-go for at least 8_10 turns where I can't find cliques or snap to start a clock, but I have like 7 counterspells in hand. I am lucky that he doesnt' find a boseiju, and I find a mentor and finish the game (I kept them in to be able to race a boseiju).
TOP8: Lose to miracles. He was playing a Nahiri package with emrakul and ends up winning the tournament. I keep a hand with no counterspells and get punished by a T1 top T2 CB. I choose to start G2. I bait a counterspell on a counterbalance to resolve a mentor with FoW and flusterstorm back up. I can counter his terminus and kill him quickly. Game 3 I am bottlenecked on mana with only 3 lands. I have a pretty good hand and a top. He plays a clique, which maybe I should have FoWed (I boarded out all 4 STP and 4 Terminus). This clique gets me down to 5 life before I can find a red blast, which he counters, then another red blast. We then have a fight over a counterbalance I think, but he can resolve snapcasters during this fight, which killed me.
Overall the list felt pretty awesome. I was sometimes a little light on mana and overloaded on predicts though. I also had the chance of facing mostly favourable MUs. The 3-3 split of CB and CS felt pretty good: even when I wanted to resolve a cb (like against UR delver or combo), not drawing redundant ones was good. Counterspell is also really good when the game goes long, especially in combinaison with snapcaster. I am still a big fan of mentor in miracles as the main winco over entreat. I didn't miss the angels in this tournament since I didn't really face the grindy mu apart from nic fit, so maybe playing it in the side is an idea?
Re: [DTB] Miracle Control
So is Nahiri real? Were you able to ask him how he felt about her?
Re: [DTB] Miracle Control
Took down a 23-man SCG IQ with a Predict / Entreat list today, felt really solid. (Beat Sneak Attack, Beat Legend Miracles, Lost to 4-color loam, Beat Belcher, ID into Top8, Beat Sneak Attack, Beat 4-color loam, Beat Shardless)
2 Arid Mesa
4 Flooded Strand
4 Island
2 Plains
3 Scalding Tarn
3 Tundra
3 Volcanic Island
4 Brainstorm
3 Counterbalance
2 Counterspell
1 Engineered Explosives
2 Entreat the Angels
4 Force of Will
2 Jace, the Mind Sculptor
4 Ponder
2 Predict
4 Sensei's Divining Top
3 Snapcaster Mage
4 Swords to Plowshares
4 Terminus
Sideboard:
3 Flusterstorm
1 From the Ashes
1 Izzet Staticaster
2 Meddling Mage
2 Pyroblast
1 Red Elemental Blast
2 Surgical Extraction
1 Vendilion Clique
2 Wear // Tear
I felt like my maindeck was perfect, and the sideboard is close. The Nahiri plan might be real, but I don't have time to figure it out before the GP, and Entreat has consistently been amazing for me. I think the big difference in my sideboard from most of the lists is Meddling Mage, which was definitely great vs Sneak and Show (with Boseiju) today, but is probably not the right general metagame answer - still trying to figure that out. I see a lot of y'all are on 4 REB effects, but I just can't justify that many with how many nonblue decks I expect to face. From the Ashes was amazing against 4-color loam, and I still think its a better plan than Blood Moon.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
CutthroatCasual
So is Nahiri real? Were you able to ask him how he felt about her?
He told me he was still testing but that it was strong. He ended up winning the tournamebt, his list should be on mtgtop8 in the week.
It is a way to win that also deals with problematic permanents so thats a positive point
Envoyé de mon SM-A500FU en utilisant Tapatalk
Re: [DTB] Miracle Control
Quote:
Originally Posted by
alphastryk
Took down a 23-man SCG IQ with a Predict / Entreat list today, felt really solid. (Beat Sneak Attack, Beat Legend Miracles, Lost to 4-color loam, Beat Belcher, ID into Top8, Beat Sneak Attack, Beat 4-color loam, Beat Shardless)
2
Arid Mesa4
Flooded Strand4
Island2
Plains3
Scalding Tarn3
Tundra3
Volcanic Island4
Brainstorm3
Counterbalance2
Counterspell1
Engineered Explosives2
Entreat the Angels4
Force of Will2
Jace, the Mind Sculptor4
Ponder2
Predict4
Sensei's Divining Top3
Snapcaster Mage4
Swords to Plowshares4
Terminus
Sideboard:
3
Flusterstorm1
From the Ashes1
Izzet Staticaster2
Meddling Mage2
Pyroblast1
Red Elemental Blast2
Surgical Extraction1
Vendilion Clique2
Wear // Tear
I felt like my maindeck was perfect, and the sideboard is close. The Nahiri plan might be real, but I don't have time to figure it out before the GP, and Entreat has consistently been amazing for me. I think the big difference in my sideboard from most of the lists is Meddling Mage, which was definitely great vs Sneak and Show (with Boseiju) today, but is probably not the right general metagame answer - still trying to figure that out. I see a lot of y'all are on 4 REB effects, but I just can't justify that many with how many nonblue decks I expect to face. From the Ashes was amazing against 4-color loam, and I still think its a better plan than Blood Moon.
Out of curiosity, what was your SB plan versus Legend Miracles?
Re: [DTB] Miracle Control
Quote:
Originally Posted by
prepare4robots
Out of curiosity, what was your SB plan versus Legend Miracles?
If I remember correctly:
-4 StP
-1 Plains
-3 Terminus
+3 Flusterstorm
+2 Pyroblast
+1 Red Elemental Blast
+1 Vendilion Clique
+1 Wear // Tear
I might have had the Staticaster over the 4th Terminus or 3rd Flusterstorm, not sure.
EDIT: Just re-checked my notes, I did have the Staticaster over the 3rd Flusterstorm. My general plan was to wait out what he was doing, and use the predict engine to stay ahead on cards. I was able to bottleneck my opponent on lands consistently by having a better card advantage engine in the 'do-nothing' phases of the game, and in game 2 I baited him into letting my Tear his counterbalance when he had no top, putting me pretty far ahead.
Re: [DTB] Miracle Control
I haven't posted here in a while and the reason is that I haven't played legacy at all the last month or so. I really like the tuning aspect of constructed and I have been very happy with my miracles list for several months. My magical focus has therefore been on other things, like Taking Turns in modern. I have however participated in the Miracles discussion and as a constant Nay-sayer to Monastery Mentor I had to put my money where my mouth is in the Legacy Challenge on MTGO! At the same time as the Eurovision Song Contest began and my wife and her guests started cheering I had other business to attend...
R1 Mirror (W)
R2 Mirror (L)
R3 Shardless BUG (W)
R4 No show, lucky me! (W)
R5 Shardles BUG (W)
R6 4C Delver (W)
T8:
Quarters Mirror (W)
Semis 4color Deathblade (W)
Finals Rw Painter (L)
7-2
At 3 in the morning I go to bed and crash immediately.
Four hours later the alarm goes off... Time to go to Denmark!
Danish Legacy Masters
R1 Ur delver (W)
R2 Grixis delver (W)
R3 Grixis thing in the ice control (W)
R4 R/G lands (W)
R5 Colorless Eldrazi (W)
R6 Shardless BUG (L)
R7 Dnt (ID)
T8:
Quarters Mirror (W)
Semis Bug delver (W)
Finals Dnt (W)
8-1-1
CREATURES (3)
3 Snapcaster Mage
ENCHANTMENTS (4)
4 Counterbalance
SORCERIES (10)
2 Entreat the Angels
4 Ponder
4 Terminus
INSTANTS (16)
4 Brainstorm
4 Swords to Plowshares
2 Predict
4 Force of Will
1 Spell Snare
1 Counterspell
PLANESWALKERS (2)
2 Jace, the Mind Sculptor
ARTIFACTS (4)
4 Sensei’s Divining Top
LANDS (21)
2 Plains
4 Island
4 Flooded Strand
3 Scalding Tarn
2 Arid Mesa
3 Tundra
3 Volcanic Island
SIDEBOARD (15)
2 Flusterstorm
1 Red Elemental Blast
2 Pyroblast
1 Surgical Extraction
1 Containment Priest
1 Council’s Judgment
2 Stoneforge Mystic
1 Batterskull
2 Vendilion Clique
1 Wear // Tear
1 Engineered Explosives
The evolution of the deck has been discussed allready and the "original" version of Predictable Miracles had trouble dealing with the Eldrazi Menace and the increased number of Lands-strategies. Blood Moon is simply much more powerful when it's unexpected... Some of us fell back to mentor but personally I prefer Entreat the Angels as my way to approach matchups where Counterbalance is unreliable. The only change I've made to my list for these events was to replace Supreme Verdict with Engineered Explosives.
After 19 rounds of Magic in less than 24 hours and no notes I won't bother trying to explain the matches or how I sideboarded for each one of them. If you have any questions feel free to ask.
Re: [DTB] Miracle Control
Congrats on your results!
I'd like to hear your boarding strategies as to what MU's the SFM package came in against, and what you dropped to fit her.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Jaytron
Congrats on your results!
I'd like to hear your boarding strategies as to what MU's the SFM package came in against, and what you dropped to fit her.
Hi! Mackan's decklist is based on this one that we built together some months ago:
http://www.mtgthesource.com/forums/s...r-GPT-Columbus
SFM comes in almost every matchup, as a better defensive card than Mentor, and being defensive while playing for a long game was the choice for his approach
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Minniehajj
Hi! Mackan's decklist is based on this one that we built together some months ago:
http://www.mtgthesource.com/forums/s...r-GPT-Columbus
SFM comes in almost every matchup, as a better defensive card than Mentor, and being defensive while playing for a long game was the choice for his approach
Interesting! In that case, what MUs does it NOT come in? I'll take some time to read the report as well, thanks for the link.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Jaytron
Interesting! In that case, what MUs does it NOT come in? I'll take some time to read the report as well, thanks for the link.
I sided SFM in vs everything but the lands MU.
Re: [DTB] Miracle Control
If we look at the last 2 pages of people posting their lists, the common trend is actually:
Omitting Councils Judgement in the MD. Replace the slot with either EE, or another Predict.
I understand why people would want to replace CJ with Predict. From my experiments, losing CJ for EE is going backwards. Ideally, you might even want to run both CJ and EE for your Eldrazi infested meta. Hence, to replace a Snapcaster target with something that Cannot be flashback-ed, that I don't perceive it as an upgrade. Further, unless you intend to blow up a Chalice, EE is inherently a slow card most of time. Say you want to set EE at 1 to blow up Vial, it is still possible for Thalia and Port to mess with your Mana base such that you cannot produce 2 Mana of the same color.
Most people run 3 Red blast effects in their 75, I have yet to see 4 or more.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
twndomn
...
Say you want to set EE at 1 to blow up Vial, it is still possible for Thalia and Port to mess with your Mana base such that you cannot produce 2 Mana of the same color.
...
To set chalice at 1 through Thalia or Thorn, cast it X=0, then pay for the tax with a colored mana - sunburst doesn't care about X but rather how many colors were actually spent, so this results in 1 counter. It is far easier to be ported / Thalia taxed out of casting Council's Judgment in that case.
Also, the list Minniehajj posted most recently has 2x of each REB effect (4 total) in the board, which is why I mentioned it.
Re: [DTB] Miracle Control
Still running the Schönegger 4 Ponder/2 Mentor/1 Entreat build (-1 Snapcaster +1 terminus) from his article last year in leagues when I have time and been going 3-2 or 4-1 most of the time. Have yet to 5-0
Did split top 8 a local event a couple months ago as well.
I found Mentor reduces the amount of loses to time outs and draws significantly.
Problem match ups have been Legend Miracle mirror, Eldrazi, Infect, MUD, Goblins, and Cloudpost.
Legends miracles I was willing to accept the probably loss against since they are preboarded for this match up and a ponder build is more consistent against other match ups but there are getting to be more Legends Miracles then their used to be on MTGO.
Eldrazi - I been trying Moat and its nice if it resolves but not always easy to get to 4 mana with wastelands and hard to find fast as a 1 of and they do have All is Dust/Rachet Bomb. Chalice at 1 is a huge beating. Considering running another answer in Explosives or a 3rd Wear/Tear in the board. I do not like Blood Moon because like Schönegger said sometimes it does win you the game, but other times it does nothing while you lose. Stoneforge Batter Skull seems like a good play here that is good in other match ups have to watch it that you don't get the batter skull snagged by a Thought-Knot Seer though.
Infect - this is really annoying because of inkmoth. I actually was running 2 wastelands at one point because of Infect's inkmoth and Boseju out of Omni Tell before the Dig ban. Path to Exile also helps this match up but seems not worth running.
MUD - these seem to have dispeared in favor of Eldrazi its been months since I played a MUD player.
Goblins - bad match up but can't remember the last time I played against a goblin player.
Cloudpost always will be a bad match up and there is not enough of them to devote board space too.
I tried Predict briefly but was not too impressed by it. Seems to have caught on with other people though.
@Mackan
Congratulations on your finishes.
I was running Stoneforge + Batterskull package board for a long time before I switched to Schönegger's build last fall. I like it a lot was super good back when MTGO was burn infested. Does get nerfed by Null Rod and Stony Silence which are fairly common sideboards.
@twndomn
I disagree with omitting Council's Judgement from the main it is nice having an out to pretty much anything. Explosives can not get rid of Jace, Emrakul among other things and is inefficent at getting Rid of Liliana and can not get rid of Liliana on turn 3.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
alphastryk
To set chalice at 1 through Thalia or Thorn, cast it X=0, then pay for the tax with a colored mana - sunburst doesn't care about X but rather how many colors were actually spent, so this results in 1 counter. It is far easier to be ported / Thalia taxed out of casting Council's Judgment in that case.
Also, the list Minniehajj posted most recently has 2x of each REB effect (4 total) in the board, which is why I mentioned it.
I understand the inter-action. However, say you get Ported, it is possible that you get to put EE into play, but doesn't have Mana to activate it. This is problematic because a Flickerwisp or many other things can just render EE useless. This is in contrast to cast CJ by paying more to Thalia, get the job done on the same turn.
CJ vs. EE
CJ Pro: One turn to work, simpler Mana requirement, can be flashback-ed, can get rid of almost anything non-land.
CJ Con: Can be stopped by Warping Wail, higher starting cost, singular removal
EE Pro: Cannot be stopped by Warping Wail, mass removal
EE Con: Might require multiple turns to work (might be too slow if you want to set it on 3), might have sunburst issue, cannot be flashback-ed, cannot get rid of Jace or any expensive planeswalkers/expensive creatures like Thought-Knot
Quote:
Originally Posted by
Arianeira
@twndomn
I disagree with omitting Council's Judgement from the main it is nice having an out to pretty much anything. Explosives can not get rid of Jace, Emrakul among other things and is inefficent at getting Rid of Liliana and can not get rid of Liliana on turn 3.
I am not saying one direction is better than another. I'm just making observations on the recent lists posted.
Re: [DTB] Miracle Control
One of the main reasons we are seeing EE over CJ is that it eliminates the double white requirement early in the game while still having a flexible answer for Chalice. Another option you'll see some people running is a main deck Wear//Tear.
- In terms of flexibility (i.e., ablity to answer the widest variety of threats): CJ > EE > W//T
- In terms of castability (i.e., colour requirement of casting cost): EE > W//T > CJ
- In terms of speed (i.e., how quickly the answer can be deployed): this one is tougher to rank because it depends completely on what needs to be answered. For example, if you are only interested in removing Chalice, EE can be cast for zero and then activated for two colourless mana. This puts it on par with W//T in terms of speed with less color requirements. However, if you are trying to answer Liliana, EE needs a total of five mana (WUR2) whereas CJ only requires three (WW1).
Based on this, if you are assessing this slot solely on its ability to remove Chalice, EE appears to be a good choice. My personal opinion is that since EE can't hit a Jace or other high mana cost threat, and has trouble answering Liliana, I'd be prone to playing it a deck that has an easier time dealing with these threats already. Most likely lists running multiple Mentors and/or Legends that can apply early pressure. It's less useful in an Entreat list that has a more difficult time pressuring early. On the other hand, once you're into Entreat and already have a WW requirement, CJ is probably a better choice.
Re: [DTB] Miracle Control
The main attraction for not wanting CJ is not wanting the 2nd plains. 2nd plains is, usually, the worst card in the deck, and by including ee over CJ, you get to skip that card and play maindeck mountain, which is super good.
What you are usually seeing in conjunction with EE, is an increased amount of Counterspells. These means that the stack fights over Jace is much more winnable. Liliana is a red herring, and beating her is in no way impossible with ee. I'd even go as far as say it's easier to kill her with ee than it is with cj.
Re: [DTB] Miracle Control
I'm working on modernizing a RIP/Helm version of the deck, and I'd appreciate any help I can get. I've reached the second stage of the deck's development: stage 1 was jamming a list that was successful in the past. It's necessary to go pretty far back for that one, and it had all sorts of things that just aren't great in today's meta: 23 lands, 0 Ponder, Mystic Gate and Dust Bowl in the mana base, etc.
I played it in a couple of small tournament, but never managed to go better than 2-2 with it. It had a few "Gotcha" moments with the enchantments, but lost those more straightforward games where it just didn't find the StP or Terminus needed to deal with threats. It was struggling on cantrip density.
Therefore, I updated the list, keeping what I consider to be the absolute core of the Miracles deck, consisting in these cards:
20 lands, 8 fetches, 5 duals and 7 basics
4 each of Ponder, Brainstorm, and Top
4 Counterbalance
4 Force of Will
4 StP and Terminus
2 Jace
1 creature win con, whether it be Entreat or Mentor
...that's 51 cards, and to this I've added the baseline RIP/Helm package of:
1 Enlightened Tutor
2 Rest In Peace
1 Helm of Obedience
1 Blood Moon
1 Engineered Explosives
...which adds 6 more.
I'm in a bit of a quandary of what three cards would complement the rest of the deck best. I've tried Energy Field and I don't much like it. It's too unreliable. I'm comfortable having potentially dead cards in some matchups, however, like Rest In Peace and Blood Moon in the main. Those I've been able to get a lot of value from in game, whereas Energy Field has really delivered only against Eldrazi and Burn. Against Eldrazi I also need either a Moon or a RIP down previously in order for it to be solid enough to win.
After these changes over the previous list, I noticed a big jump in competitiveness, and reached the finals of the small event I took the deck to instead of the mediocre finishes I'd been putting up.
Right now, I've got a Mentor in the MD as the alternate win con, just to pull the basic Mountain from the board into the MD. I have a Moat, however, and don't really like how this hangs together; also I've enjoyed being a creatureless MD and killing people with Baneslayer Angel. I also like extra sideboard slots though, and possibly more than this. Having no Snapcasters weakens me against Delver decks as well as the mirror, so should I possibly invest in more than 3 blast effects from the board, or even MD?
Right now I have 2 Vendilion Clique and an extra EE in the MD taking those last 3 slots.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Lormador
I'm working on modernizing a RIP/Helm version of the deck, and I'd appreciate any help I can get. I've reached the second stage of the deck's development: stage 1 was jamming a list that was successful in the past. It's necessary to go pretty far back for that one, and it had all sorts of things that just aren't great in today's meta: 23 lands, 0 Ponder, Mystic Gate and Dust Bowl in the mana base, etc.
I played it in a couple of small tournament, but never managed to go better than 2-2 with it. It had a few "Gotcha" moments with the enchantments, but lost those more straightforward games where it just didn't find the StP or Terminus needed to deal with threats. It was struggling on cantrip density.
Therefore, I updated the list, keeping what I consider to be the absolute core of the Miracles deck, consisting in these cards:
20 lands, 8 fetches, 5 duals and 7 basics
4 each of Ponder, Brainstorm, and Top
4 Counterbalance
4 Force of Will
4 StP and Terminus
2 Jace
1 creature win con, whether it be Entreat or Mentor
...that's 51 cards, and to this I've added the baseline RIP/Helm package of:
1 Enlightened Tutor
2 Rest In Peace
1 Helm of Obedience
1 Blood Moon
1 Engineered Explosives
...which adds 6 more.
I'm in a bit of a quandary of what three cards would complement the rest of the deck best. I've tried Energy Field and I don't much like it. It's too unreliable. I'm comfortable having potentially dead cards in some matchups, however, like Rest In Peace and Blood Moon in the main. Those I've been able to get a lot of value from in game, whereas Energy Field has really delivered only against Eldrazi and Burn. Against Eldrazi I also need either a Moon or a RIP down previously in order for it to be solid enough to win.
After these changes over the previous list, I noticed a big jump in competitiveness, and reached the finals of the small event I took the deck to instead of the mediocre finishes I'd been putting up.
Right now, I've got a Mentor in the MD as the alternate win con, just to pull the basic Mountain from the board into the MD. I have a Moat, however, and don't really like how this hangs together; also I've enjoyed being a creatureless MD and killing people with Baneslayer Angel. I also like extra sideboard slots though, and possibly more than this. Having no Snapcasters weakens me against Delver decks as well as the mirror, so should I possibly invest in more than 3 blast effects from the board, or even MD?
Right now I have 2 Vendilion Clique and an extra EE in the MD taking those last 3 slots.
Why not a Counterspell as well as two snapcaster mages? That would make for an alternative win-condition post a hard-lock, be it Blood Moon or CB+Top.
It also makes for a slightly better combo-matchup, due to more stack-interaction.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Quasim0ff
The main attraction for not wanting CJ is not wanting the 2nd plains. 2nd plains is, usually, the worst card in the deck, and by including ee over CJ, you get to skip that card and play maindeck mountain, which is super good.
What you are usually seeing in conjunction with EE, is an increased amount of Counterspells. These means that the stack fights over Jace is much more winnable. Liliana is a red herring, and beating her is in no way impossible with ee. I'd even go as far as say it's easier to kill her with ee than it is with cj.
You have a really good point about CJ and the 2nd plains (usually meaning an Entreat build). The problem is that the Predict builds really don't want to tap 3 mana mainphase for a removal spell