i assume u sword their drs or burn them with a burn spell
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Once Sulfur Elemental is on the ground, people can start Brainstorming away Lingering Souls, effectively negating its effectiveness, and it suffers from Explosives. You can see it coming ever since Joe/Oarsman used it in his SB. See the flaw in your logic?
2 Dread of Night not only kill Geists, also kill Stoneforges.
You, sir, have become to me like one of those Youtube videos that you know are crappy as shit and you feel dirty to watch them, but they're just too good to pass up one more time and you always end up giving them a go in one of those lonely nights. I've actually searched for every post of yours on this topic just to lolz at the fallacious, revealing-lack-of-test content every fucking time.
It's like a shitton of people here who feel legitimated to throw terrible ideas under the wheel just because they're on the forum without having a real grasp of what works and what works better in Legacy--> i.e., no test. Or maybe because somebody else with more credit has done before, so they're constantly hiding behind the "look at..." alibi.
I think I'll do it just one more time for the uber-lolz.
1) Sulfur Elemental is an answer to LSouls as much as Dread of Night is, difference is that post-side they have less answers to it, it has flash, and as I said it does other things. They can Brainstorm away their Lingering Souls, but it will still be a creature beating and blocking, whilst DoN will be a useless piece of garbage on the board.
2) How many odds do you have of having 2 DoN on the board?
Oh wait, I got it! You're boarding 4 of them, right?
Oh my god he has 2 Dread of Nights on the board, how Imma goin' to do it?
Well, I'll just shuffle away this Mystics with the Jace i'm going to cast with him having 2 cards in hand and me 5.. Or maybe who cares, I can still cast Mystic and grab Batterskull, who cares if she dies, it's still a card for another..
Exactly where you want to be with a hard control deck./troll
Oh, are you worried about Geist? Look! A handy and versatile solution!
3) Sulfur Elemental was played by us europeans before everyother Starcitygames so-called superstar was (although I have respect for Joe Lossett). Look at the lists in August-October 2012, you can see 2 Sulfur Elementals in every Miracle Control by Italian good players.
Here, take it. 100% of the names there are Italian and Spanish.
These days is not an auto-inclusion in the sideboard, but it's still such a versatile card (always boarding against combo as well to have additional flashy clock) and with Death and Taxes living its moment, it's coming back for sure.
Look, I'll be a asshole with you, but trust me, I really do have experience with blue-based control decks. In spite of the form, I'm not spitting shit.
(But still, I'm waiting for the next round of argumenting awesomeness :D)
Communicating in threads like this often leads to something beneficial. But in this case I find the medium severely lacking, as there is no way I can accurately convey the joy I experienced reading the last few posts.
lol, funny you should say this. Last local Legacy tournament, twndomn got brought up when discussing forum trolls or some such. Me and sauce spent a good 3 or 5 min showing a friend several of twndomn's more insightful discourses.
And yes, I've had a Goblin player try to REB an Energy Field before. However, since Energy Field literally wins the game entirely by itself, it is generally prudent to be ready to protect it.
so are some of the more classic cards really dead? the cards i am speaking of are elspeth, knight-errant and counterspell. one of the things i have the hardest time doing is finalizing my last few flex slots. let's take my current list and look at the cards that are 99.9% likely not to change in any given miracles deck:
22 lands
4 brainstorm
3 counterbalance
2 entreat the angels
4 force of will
3 jace, the mind sculptor
4 sensei's divining top
2 spell pierce
1 supreme verdict
4 swords to plowshares
3 terminus
2 vendilion clique
1 venser, shaper savant
so basically there are 5 spots to be mess with. going away from the rip/helm version which i believe to now be inferior and i feel as though the mystic versionis too clunky, the cards i run in these spots are:
2 counterspell
1 elsepth, knight-errant
2 snapcaster mage
after reading more recent list the main thing i cannot determine or figure out is, what is the correct/optimal combination of creatures? obviously we want our creatures to not only hold utility purposes but also allow us to beat down when our opponent's board is empty as well as protect our jaces. but how many is too many? which ones should get cut? how many of each should be ran?
also, is elspeth really not that good anymore? she used to break control mirrors but lingering souls is faster than our elsepth tokens in the stoneblade matchup and they fly so it puts our planeswalkers in danger and is also a non-bo with more and more miracle decks playing sulfur elemental out of the board.
so since all the major cards in the deck are pretty much already covered, in these last few flex spots, what does the deck really want? what does the deck really need that isn't be taken care of already? what is the most optimal cards to go into these spots especially how the meta has been lately? (pretty diverse in my opinion). more counters? more dudes? more removal? more win conditions?what cards would be recommended in these spots?
It seems like Miracles is a much more customizable deck than you give it credit for. alphastryk top 8'd with -1 land, -1 Counterbalance, -2 Spell Pierce, -1 Supreme verdict, -1 Vendilion Clique, -1 Venser, although admittedly with the RiP package.
It really seems like Miracles is a deck that responds well to playstyle. Some do well with prison/combo in the form of RiP / Helm / EField, some do well with lots of legendary flash creatures.
i'm actually wondering if people are underestimating the value of trinket mage. i believe a possible trinket mage package might be good in the flex spots for a few reasons:
1) he's a dude. attacks/blocks and the rest.
2) he creates card advantage rather than card disadvantage like enlightened tutor and might even allow you to safely cut a divining top.
3) enlightened tutor has lost some of its power ever since thopter foundry/sword of the meek stopped being good. the hoser cards it used to go get don't win games as well as they used to.
4) you simply cannot make a tutor target for everything. so having a few well rounded answes could be a nice compliment to the deck that is trying to take overwhelming control of the game.
5) he is 3 mana and blue which helps with our counterbalances and force of wills.
6) he is a shuffle effect we can hold in reserve if need be if we have already cracked a bunch of fetches or don't have any available in case we need to really shuffle some bad cards away.
so the idea here would be to run 2 - 3 trinket mages and 2 - 3 targets depending on the number of cuts. the targets I am thinking of would be:
1) engineered explosives - we play 3 colours, it's removal we can tutor for, it kills things that aren't creatures.
2) pithing needle - not the strongest card in the deck but it's there as an answer to a problematic card in the match up. downside is it's susceptible to abrupt decay and may turn off your own cards
3) tormod's crypt/grafdigger's cage/relic of progenitus - some sort of artifact based graveyard hate that we can tutor for if the matchup calls for it. i think cage might be the one we would want here because of lingering souls and snapcaster mages. i don't think we will be seeing green sun zenith anytime soon but if we do it's there. also cage is not a one time thing like the other 2 are, and is less reliant on us actually needing/having academy ruins in the deck.
so the trinket mage offers a toolbox within a deck that is designed to turn off their deck. although this might require us to make room for an academy ruins, i think having a well rounded package like this could serve very nicely in a diverse metagame. what are your thoughts on this idea? you would think that if it's as good as i have been able to describe it, people would already be doing it, and i'm not claiming this to be 'innovate' or act like it's anything new. i just think that sometimes older strategies are forgotten but could actually be rehashed and brought back and still be powerful. i'm wondering if this is the right call for the deck.
these 3 tutor targets seem to me to be the most relevant artifact cards we can find that are tutorable from a trinket mage. they are all also very well rounded and somewhat relevant in almost every matchup. and because we aren't dedicating too many spots in the deck, it seems like we could safely run these without our deck feeling too clunky or basing the entire premise of the deck around this package.
Phazonmutant is right, it really all boils down to what version you like playing. There are probably 3 different versions, 2 competitive ones and one that's probably more fun to play than good.
1) Legendary Miracles: Snapcaster Mages, Vendilion Cliques and Venser are played here, alongside 1-2 Karakas. A lot of stackinteraction and very little of tapping out. You can easily play Counterspell here, as it perfectly fits into this very gameplan, especially powerful with Snapcaster Mage.
2) RIP Miracles: Simply cut those creatures and smash RIP/Helm/Tutor in. Maybe you keep 1 Karakas 1 Clique (like I did at GP Strasbourg) but you are generally very low on creatures. You tap out a lot and are able to feature a lot of preboard hatepieces - due to your E-Tutor(s). You easily hate out GY-tactics G1 and if you feel like it you can always pack stuff like Humility mainboard.
3) Stoneforge Mystic Miracles: I enjoyed playing this version for quite some time and won quite a lot local tournaments with it. Though I think that this version is superior to the others. And if you really want to play Mystic in Miracles it might be a good idea to splash it in the RIP Miracles list, just like Ohlschwager did.
On Trinket Mage:
I used to play him quite some time ago, mostly in my Mystic-builds. He was great as he added maindeckable graveyardhate and metadepending hate to the mainboard. But wait? RIP + Tutor do the same. Even though Trinket Mage does generate "CA" while Tutor generates CDA the Mage is still inferior due to my understanding. Even the body can't be used a lot unless you are playing a more aggressive way with Mystics and Mishras. It probably is just "Tutor+Fog" at best. You still tap out for it, which isn't what most Miraclelists want to be doing.
And don't you ever cut a Top.
Greetings
Elspeth is an oldie but goody that I've been using for control mirrors and all the GBx decks that have a tough time dealing with it. It's not bad MD, but it's fine in the SB also. I still use Counterspell and you can easily squeeze a second into the SB.
I wouldn't be so quick to dismiss the RIP build though. What makes you think it's no longer as good in the meta?
I've tried Trinket Mage before and the conclusion I came to was that without equipment, the 2/2 non-evasive body wasn't overly useful. Maybe running it alongside Elspeth would be more impressive, but I would probably still take the instant speed and reduced cost of Enlightened Tutor. Really, the card disadvantage isn't so bad since you're usually either tutoring for a Top, a bomb, or a cmc to flip with Counterbalance (usually in that order).
the reason why i think the RIP/Helm version isn't very good anymore is because abrupt decay kills that version so hard in the face. also with so few creatures in it it's really hard to throw dudes on the table to beat Liliana. in my own testing experience i could not beat abrupt decay/liliana. any soft lock was essentially unatainable. and i know that the results of decks that have been doing well lately are dropping the combo and going more spell based.
Well, as said I played the RIP-Version with 1 Clique at the GP and I faced 3 BUG-decks. 2 Tempo, 1 Control. All packing 4 Abrupt Decay. I won vs BUG Tempo and BUG Control and lost to a superior player featuring Dark Confidants - so a really really hard MU then. Abrupt Decay was never a problem. All it does is trade 1 vs 1. That's fine because we got quite a lot targets. I prefer the RIP-version because it is favored against Tempodecks, a feature the legendarylists can't continuously claim to have. (still it does vary on the build).
Lilly? Well she's evil. But when does Liliana win? If they are on the play and go like Thoughtseize, Hymn, Lilly. Then she wins. In pretty much every other way she is annoying but does not win the game. Discard is no problem as we have Top and they limit theirselves a little too. Admittingly it is rather hard to squeeze a win vs Liliana once she ultimated. But you still got time until then to smash a angelic assault or kill them via helm.
It really does vary from list to list. The last time I played with flashy stuff I was playing 3 Snapcaster 2 Clique 1 Venser, though a friend of mine plays 3/3/2.... so this really comes down to your very deck. But playing less than 3 Snapcasters does not seem right to me. You really want either RIP or Snapcaster, probably 3-4x / deck. Playing no RIPs and 2 Snapcasters just doesn't seem right.
If you have any other specific questions about my build I'd be happy to answer.
Greetings
It depends a lot what you expect to face.
Venser is good against Show and Tell variants and Control decks.
Snapcaster is good at handling aggro decks and decent in control mirrors. Obviously you dont play them if you run rest in pieces.
Clique is good against combo and control.
I use 2 Clique, 2 Snapcaster, 1 Venser.
Wow, looks like I'm a bit behind.
'core' of the deck vs customization - I think there are a lot of flexible slots. This is what I would consider the core of the deck:
2 Tundra
2 Plains
4 Island
4 Flooded Strand
4 (relevent blue fetch)
4 Sensei's Divinging Top
4 Brainstorm
3 Swords to Plowshares
1 Entreat the Angels
3 JTMS
3 Force of Will
2 Terminus
That's only 36 cards. Yes, you need to add 4-6 lands in the additional 24 cards but those depend on how the rest of the deck is built.
---
Trinket Mage -
He's a fine card, but never quite does enough. I played him for a long time with maindeck Relic and Explosives pre-RIP. It turned out that the vast majority of the time he was Borderland Ranger (getting Seat of the Synod), and traded with a man if I was lucky. He got cut because the body is pretty worthless.
---
RIP vs Abrupt Decay
Yes, they can Decay your RIP. it's still insane against BGx decks. Even if they blow it up you still nuked graveyards once. Nice Goyf and Deathrites, and they used the decay, so your other things are more likely to stick. most of these decks are difficult due to Deathrite and Liliana, so RIP slowing down Lili and nuking DRS is excellent.
I'm a big fan of Celestial Purge in the board for those matchups too.
---
EDIT: I also agree - NEVER cut a top. I'd play 6 if I could.
I was at work when I read this and actually LOLed... On a more serious note, I agree you really want to consistently be able to play a turn one Top to begin filtering your card quality with this deck regardless of the specific configuration you are running. Whether it is Legendary Miracles, RiP/Helm Combo, Miracleblade, or some mix of these, you really want to have the turn one Top. As such going down to 3 or fewer seems like the wrong way to go to me.
here is the list i have built currently
4 sensei's divining top
4 brainstorm
1 venser, shaper savant
4 swords to plowshares
2 vendilion clique
1 supreme verdict
3 terminus
2 snapcaster mage
3 counterbalance
3 spell pierce
4 force of will
3 jace, the mind sculptor
2 entreat the angels
2 counterspell
2 arid mesa
3 tundra
2 scalding tarn
5 island
1 volcanic island
4 flooded strand
1 karakas
2 plains
2 misty rainforest
so how does this deck list look? what changes would you suggest?
Do you guys seriously think the red splash is superior to black, even though Thoughtseize would be good in the BGx matches? Has anyone tried Lingering Souls in Miracles, yet? Perhaps 3 copies in the board would take the place of the Sulfur Elemental (that's what it's there for, right?) and another card and come in over Force of Will, post board. That way the blue card count doesn't matter?
If this BGx matchup is holding back the entire archetype, Maybe going somewhat soft against other Control and Combo decks is worth it. If people even consider Thoughtseize softer than REB.
Yes, red is absolutely better. It is not particularly close.
Lingering Souls is very low-impact and the 1/1s are not good without equipment to carry. How would it replace Sulfur Elemental? Elemental kills Mother of Runes, Souls Tokens, Thalia, etc. It also is an uncounterable flash threat to attack Jaces or a blocker that can trade with Geist.
I don't understand what the reference to blue count is about? Against BGx FoW is usually pretty bad so we don't want it or don't want 4 copies, so blue count isn't a huge concern. Against Stoneblade, REB is usually better, and you don't really want to be throwing away two of your cards to answer one of theirs.
How would Thoughtseize help with BGx exactly?
B/Gx actually as bad as most of us make it seem. You pretty much have too blow them out and not care about card advantage. For those matchups spell Pierces misdirections go a long way towards keeping you safe until a big entreat, blood moon or moat blows them out. Black is more suited to an aggro control shell. Miracles is a defensive deck and REB just fits the bill much better since it timewalks opponents and is a way out of something that already got into play unlike discard.
Basically this. I've tried UWb Miracles and Lingering Souls was basically a wall. Our deck doesn't have the capability to turn aggressive with them and early in the game it is downright embarrassing against Deathrite. Not to mention that tapping 3 or 5 mana during our main phase isn't usually the way to go. Vindicate was really the only good part about the splash.
I still am working on the final cards for my list, so I haven't got to run the deck yet, just watched it played a lot. I've been watching the thread and I hadn't seen anyone even mention any black cards except vindicate, so I thought I'd ask. I'll take all of your word for it.
The blue count comment was me preempting someone saying "That lowers your Force of Will count". If you play the card in the sideboard then it can come in where Force comes out and avoid the conflict. I've never used Sulfur Elemental in any of my Legacy decks, so I can't speak on how good a card it is, but I still find it dubious that it would actually be better than Lingering Souls. I suppose it doesn't really matter, though, and people here said they tried it, so I'll leave it alone. Lingering Souls is just a very good card against Liliana and even Jace in my mind.
How could Thoughtseize not help with anything? Thoughtseize is definitely worse on Tempo, as someone pointed out, but it's power level is way higher than a situational counterspell, and you can't even bring in the REBs against GBx. With Jund having a few Key cards that break open the matchup, I figured that stripping Liliana or Abrupt decay would be useful. Hopefully better than the 2 cards you would be leaving in, instead.
Perhaps Thoughtseize isn't the turn 1 of Champions in this deck because Top is.
Thoughtseize is powerful do not get us wrong. Itis just not a card suited to this kind of deck. The cards you use need to be defensive. Look at it this way yes you can strip a card away from your opponents hand but you do not stall out a turn which means you have less time to stabilize or reach a stage in the game where every play you make will just be superior to theirs such as an entreat for 3 or more or a jace on an empty board. Thoughtseize is better for decks that want to play cheap efficient that excel while your opponent has low resources. ( think Tarmogoyf and Stoneforge Mystic). Basically everything that thoughtseize does Spell Pierce and Swords to Plowshares does better and REB adds more of the same. Also adding discard to stop a removal spell is just silly adrupt decay won't kill you though it is a problem since traditionally the way uw beats bgx decks is by landing counterbalance but what is really killing you is the constant pressure from discard cheap threats and card advantage. These bgx devks have always been favored except counterbalance just stopped them cold once it hit play. Now we just need to either find other ways to lock yhem out for their card advantage will not matter or just kill them.
This is the list I've been testing with. The sideboard is a bit of mess right now but it's been running really well for me. I'm surprised more people aren't running Elspeth, she's great on a stalled board or even in a losing board. I'm generally happy whenever I see her even if it's to just chump goyf a few times it helps me stabilize. The one of Humility main has been really good too, a lot of decks I've been playing just get slowed down too much and any Terminus after Humility is generally game.
// Lands
4 [ZEN] Scalding Tarn
1 [SHM] Mystic Gate
4 [ON] Flooded Strand
2 [R] Volcanic Island
1 [LG] Karakas
2 [ME] Plains (2)
5 [ST] Island (1)
1 [ZEN] Arid Mesa
3 [R] Tundra
// Creatures
2 [MOR] Vendilion Clique
1 [FUT] Venser, Shaper Savant
// Spells
3 [WWK] Jace, the Mind Sculptor
4 [CS] Counterbalance
4 [IA] Swords to Plowshares
2 [ALA] Elspeth, Knight-Errant
1 [TE] Humility
4 [CHK] Sensei's Divining Top
4 [CST] Brainstorm
4 [AL] Force of Will
3 [AVR] Terminus
2 [AVR] Entreat the Angels
1 [RTR] Supreme Verdict
2 [ZEN] Spell Pierce
// Sideboard
SB: 1 [ZEN] Spell Pierce
SB: 1 [RTR] Rest in Peace
SB: 1 [R] Disenchant
SB: 1 [5E] Pyroblast
SB: 1 [FD] Engineered Explosives
SB: 2 [DK] Blood Moon
SB: 1 [PLC] Sulfur Elemental
SB: 1 [ALA] Oblivion Ring
SB: 1 [R] Red Elemental Blast
SB: 2 [M10] Lightning Bolt
SB: 3 [M11] Leyline of Sanctity
i personally don't like Humilty as a mainboard option without having a way to tutor for it. also i hate the idea of turning all my 4/4 flying angels into 1/1 dorks. i think moat would serve a better purpose main as it is more of a blowout card than humility is. you said terminus+humility means game. well that pretty much means that the terminus was game because we can very certainly die to a horde of 1/1's.
Starcity just wrote an article on this deck basically retuning it, taking out the majority of the creature hate like terminus and supreme verdict and replaced them with tithe and miser one of's including moat, detention sphere, and engineered explosives. i think the idea might have some merit but it plays so desperately on the back of entreat the angels simply being stronger than whatever creatures they have in play. i don't think we should toss terminus to the sideboard (although look at his sideboard. it looks pretty well thought out and solid). but there are no ways to tutor for his 1 of's and i really don't like that in this style of deck, nor do i like packing my deck so full of options and tutor targets that it doesn't give you too much meat to fall back on since none of our cards are blowout cards like they used to be. everyone refers to terminus beating maverick. maverick did die to terminus pretty much, but who was been playing maverick lately? pretty much no one.
miracles would still be just fine if it wasn't for abrupt decay. seriously a card that powerful in legacy even without the first sentence....and yet they still decided to say 'it can't be countered by spells and abilities' wtf were they thinking? a pseudo-vindicate for 2 mana in GB colours seemed perfectly acceptable. and now it's really hard to play a really good control deck without playing BUG. shardless bug looks so good it's not even funny. even u/w stoneblade is dead. it's esperblade all the way. maybe miracles should just be given up on.
can someone please explain to me what the purpose is of venser in the deck? is he really that good or is he just there to drop off of show n tell?
He only does everything and can be reused with Karakas, whether it's as Remand, chump or bounce for troublesome things.
Venser is great at stalling. Playing him to bounce flipped Delvers buys a lot of time. Playing him to save your Counterbalance from Decay is fine too. I've even bounced my own Jace already. Once you got Karakas + Venser + a bunch of lands you can like play, bounce, and play again, hit for 2 and stuff like that....
On Carstens List which can be found here: http://www.starcitygames.com/article...my-Of-God.html
I am really skeptical that this attempt can work well. He and Levy are both playing a fucking low amount of lands. While the one plays additional cantrips Carsten features Tithe, which is a great card I didn't have on the radar to be honest. But playing with 3 Swords 1 EE and 1 Sphere can't be right for a controldeck. A friend of mine once said something along this lines:"Angels? Ah great card, still dies to Flusterstorm!" - and this is just right. Angels for 10? Well I'll just Brainstorm/Bolt/whatever in response and Flusterstorm that. Nice ressources. In short: I don't think that the comboattempt can really work - Engineered Explosives is still card too! But nonetheless I will give this list a try simply due to him being a good deckbuilder, even though I think that this "change" is definitely no clear and obvious "improvement". What are you thoughts on this attempt?
Greetings
my thoughts after reading his article is based on his reasoning for his card choices i'd rather be playing thopter foundry/sword of the meek with e tutors and a few bullets. but i don't think that version is any good anymore because it really relied on landing an ensnaring bridge and dumping your hand until you could piece thopters together. i think the entreats in his list instead of being a win condition, is trying to be used as both aspects of ensnaring bridge and thopter foundry and i just flat out think it's not good. 61 card with only 20 lands? no thanks.
His deck is fine. It is a good call for the current state of legacy where the decks played do not overextend into terminus. I do agree that a couple of tutors are needed to search out the Moat but he is right in saying that all the fair decks just die to Entreat. Killing creatures is not very important anymore and if you are going to lose might as well lose the fast game 1's and crush them the next 2 games. It is a good idea to playtest the only card I am skepticle on is Tithe there might be something more powerful in my opinion
In the Venser, Clique and Snap build why no one is running 1 Riptide Laboratory in conjunction with Karakas ?
Riptide gives 1 instead of U or W and its ability is very expensive.
To me, it's more than enough 2 Karakas. Snapcaster Mage is the weakest piece of the deck imho and one of the first thing I side out
Hey guys,
today i played a small turney (15 people) and went 4:1 with UWr Miracle. If someone is interested in the decklist or something you can see it here:
http://www.mtgdecks.net/events/view/10491
My Games were:
1. Round: Bye (2:0^^)
2. Round: Manaless Dredge (Lost G1 without gravehate and stomped him down G2 & G3 with Extraction+RIP+Pierce 2:1)
3. Round: Tin Fins (Crushed him 2:0 with Snare, Pierce, Force and a Entreat for 5 eot)
4. Round: BGW NicFit (Won 1:0 after a very very long G1 but finally won with Elspeth)
5. Round: Traditional Dredge (with Lands) lost 0:2 because i had no GY hate and he played around terminus+Swords very well (good opponent)
After playing with 4 CB and 3 Entreat (which felt a bit too cluncy) I decided a new way which is a bit faster in the early Games (3 Spell Pierce, 3 Spell Snare) and I was very happy with it today. I think the CB in the SB is quiet ok because you have enough counters in the main anyway.
EDIT: I had no Vendilion Clique´s so I replaced them with 1 Snappy and 1 Elspeth in the main...Sold them at GP Strassbourg :-(
Greetings from Germany