Thanks.
Printable View
ok, that's fine.
May we look at the Big Picture in regarding to the rule change?
yes, there will be JTMS on each side, until you as a Miracle player draw a removal. There will also be Karakas on each side, and I sense a rise in Gaea's Cradle abuse on the horizon (as in 2 cradles tapping for Mana in the same turn), since most Miracle lists at this point in time do not run Wasteland, will anyone address these issues at a more general context, instead of focusing on JTMS?
I think it's worth talking about the potential play differences with Jace that this will cause. It seems like starting to Fateseal right away becomes more correct against other Jace decks. (though perhaps this only would apply to decks that aren't running REB?)
The rest of the changes are pretty self explainitory. Gaea's Cradle gets the biggest boost. Karakas gets better. Show and Telling in creatures (especially Emrakul) gets a lot riskier.
I definitly agree that now red is way better than before. (or better, blue is. so Reb too)
we also keep Blood Moon and Sulfur Elemental that are rather big pieces against Thalia decks (one of our worst matchup)
I've tested a bit against Shardless BUG with the new legendary/planeswalker rules (and also Notion Thief). So far in the testing, I feel like the new rules benefit us more than BUG, especially post-board.
Their Jace doesn't feel nearly as powerful when it isn't preventing us from casting our own. Currently, if they cast a Jace first then we are stuck trying to break through all their value creatures to attack Jace and cast our own. Now, we just cast Jace and move on with life and outside of them setting up a really hot Shardless cascade, our Brainstorms are a lot more threatening. REB tips the scales even further post-board. At most they'll get up to two Maelstrom Pulses after boarding. (As an aside... I wonder if this will make Shardless decks move towards RUGB for REB and Bloodbraid?)
As people have suggested, Notion Thief is probably getting a bit too much hype. It is actually much stronger against BUG than it is against us. If it sticks, it can make trouble, but it's definitely not the worst. A couple times, I had the REB and Counterspell. One time, I got Thiefed in response to a Jace Brainstorm. In response, I Brainstorm and find Swords. Let Thief resolve, Plow him with Jace's Brainstorm still on the stack, move on with life. It's a bit annoying if they are bluffing, but overall it's fairly easily to play around if they are leaving 2:u::b: up.
Hey guys, finished today 14th at this event. Just out of prices due my tiebreakers.
EDIT: http://www.twitch.tv/poromagia/b/408454144 video coverage from the event.
Decklist:
2 Snapcaster Mage
2 Vendilion Clique
1 Venser, Shaper Savant
3 Spell Pierce
1 Counterspell
4 Brainstorm
4 Force of Will
4 Swords to Plowshares
2 Entreat the Angels
3 Terminus
3 Counterbalance
3 Jace, the Mind Sculptor
1 Engineered Explosives
4 Sensei's Divining Top
1 Academy Ruins
1 Karakas
3 Plains
2 Volcanic Island
4 Scalding Tarn
2 Tundra
4 Flooded Strand
5 Island
1 Mystic Gate
SB: 1 Red Elemental Blast
SB: 2 Pyroblast
SB: 1 Disenchant
SB: 2 Surgical Extraction
SB: 1 Rest in Peace
SB: 1 Humility
SB: 1 Celestial Purge
SB: 1 Sulfur Elemental
SB: 2 Flusterstorm
SB: 2 Blood Moon
SB: 1 Batterskull
I tested Leyline of Sanctities a long time but ultimately they were too inconsistent for my taste. This list served me well until 4th and 5th round in which I mulliganed to 5 both G1's and to 6 both G2's.
Round #1
Bye which I got from saturdays last chance grinder. I sleeve up my deck with new sleeves and scout what others are playing.
Round #2
Antti Malin Reanimator 2-0, thanks to my scouting I know that he is on reanimator and runs bitterblossoms on the SB. I notice my opening 7 has 1 sideboard card in and call judge. I get a warning and a forced mull to 6 after corecting my deck. My 7 was very bad anyway (2 terminus, 4 lands and batterskull). My 6 card hand is very good and I get turn 2 CB-lock with fow back up. G2 Karakas.
Round #3
Roman Nikolaev (spelling?) Tempo BUG, 2-0. G1 I draw all my STP's and Jace fateseals him quickly. G2 Blood Moon against a deck with no basics.
Round #4
<Forgot name> Rw Goblins 0-2, mulligan G1 to 5 and G2 to 6 and draw badly, I had to entreat for 2 to stop the bleeding, but he kept gempalm incenerators in and got through :rolleyes:
Round #5
Jani Eskelinen UR Nivmagus 0-2, mulligan G1 to 5 and G2 to 6. G2 I get CB-lock but I cant find removal for Grim Lavamancer which does ~16 damage to me.
Round #6
Tuomas Tuominen(?) Junk Lingering souls 2-0, G1 I misplay twice, miss a counterbalance reveal and fuckup a jace brainstorm but still win due Jace. G2 turn 3 Blood Moon and my opponent scoops.
Round #7
Visa Ekblom Esper Stoneblade 2-0, Fast CB lock plus Jace. G2 After getting Thoughtseized twice and Inqusitioned once I still manage to turn 5 jace with pyroblast back up.
Random notes from the tournament:
If theres Engineered Plague naming Thopters, Thopter Foundy sacking Sword of the Meek cant gain bunch of life because Sword of the Meek wont come to play from grave due tokens being 0/0.
Ral Zarek ultimatum for 3 extra turns at table next to me :cool: Then suspend Ancestral Visions and opponent cant take the embarrasment and scoops.
I see Blood Moon was treating you right, but I've been finding Blood Moon to be a lot more on the inconsistent side lately. It's not bad, but those Blood Moon blowouts just aren't as common as you'd think they'd be. You have to have a good lineup of basics (that likely means you're sitting on 5 mana, with 2 Islands, 2 Plains, and a Volcanic but could also mean that you have a couple basics in hand). They also have to be tapped out and have 1 or less basics and/or Deathrites in play. These aren't impossible conditions to meet, but more than a few times that I've played against BGx decks and have drawn Blood Moon, I've been inclined to shuffle it away due to the board state.
What exactly didn't you like about them? In my testing, it was nice to have them t0, but not necessary. In the matchups that I've brought them in, they have been just about as live on t4+ as in my opener. Obviously you'll miss some discard, but you'll still hit Jace, Liliana, burn, and any topdecked discard. It's also worth noting that Leyline gets a lot better with the new Planeswalker rules changes.
I actually tested Blood Moons a lot, they are consistently good and I dont believe its about them treating me well this time - they just are that good. The conditions are very easy to be met especially with the land setting I used (5 island + 3 plains). Batterskull is also sweet and I found it better with this plan than Elspeth.
Theres also way more greedy manabases lately with Deathrite Shamans popularity (Deathblade, Jund with Punishing Fire, BUG variations, Junk/Rock)
They (leyline of sanctity) took too much sideboard space even though I didnt even run 4. Theres so few matchups where they are good unfortunantely. Leyline is not good against Jace, they can brainstorm and have so much card advantage they will win without using jaces ultimate.
It's not really about the Manabases, it's when do you play your first Blood Moon in a tournament. If your opponent somehow knows you're running it, he'll certainly play around it by searching basic. If you don't involve (reveal/play) it game 1, your opponent might still suspect it from SB, regardless you MD it or not. Bottom line is, people who have played you before or people who are aware of this possibility, will undermine Blood Moon. It's only auto-win in a meta full of strangers against people who have not seen you playing that card.
Batterskull is an interesting take because it can be tutored. I used to run it. The only problem is if your opponent already has Liliana in play. Under that scenario, Battterskull could become a Mana sink, cause you have to re-play it every other turn.
Agree, even against High Tide, I have seen the High Tide player breaks your Leyline ftw, too narrow.
Creatures:3
2 Vendilion Clique
1 Venser, Shaper Savant
Spells:34
4 Brainstorm
4 Sensei's Divining Top
3 Spell Pierce
3 Swords to Plowshares
3 Counterbalance
1 Counterspell
3 Punishing Fire
1 Rest in Peace
2 Entreat the Angels
3 Jace, the Mind Sculptor
3 Force of Will
1 Misdirection
3 Terminus
Lands:23
1 Arid Mesa
4 Flooded Strand
3 Grove of the Burnwillows
3 Island
2 Karakas
3 Misty Rainforest
2 Plains
1 Scalding Tarn
2 Tundra
2 Volcanic Island
I'm currently looking at playing this list for SCG Baltimore. I'd like to find room for the 3rd vendillion clique, but I'm not sure what to cut. Thoughts on the list?
Which matchups does Punishing Fire actually help you in? Are you just that concerned about the Deathblade and Jund decks? Miracles typically doesn't need that kind of extra firepower in the removal suite since you can bring down Terminus on-demand almost whenever you need it. And Rest in Peace doesn't exactly work the way you want it to when you're trying to grind them out with Fire - against Jund or BUG you want the RiP to blank Goyf and Shaman but it can lead to some strange, clunky sequencing to get every bit of value you can afford to in those cases where you have both.
If you're worried about Dark Confidant, Stoneforge Mystic, etc, I would just change a number of Spell Pierces to Spell Snares. This lets you have more answers to those cards, even on the draw, and gives you back one of Miracle's strengths, which is getting to play as close to a Wasteland-proof manabase as possible with many basics. You don't even have to lose much in the way of removal as long as you put back in the fourth Swords and probably the fourth Terminus. Snare is only bad against Sneak and Show in game 1 situations, and post-board the matchup is much stronger (or at least it should be, you didn't post a sideboard)
The only way I could see myself wanting Fire in the md is for killing Jace, but I think you have a strong enough suite of ways to either kill him or prevent him from resolving in the first place.
Your list looks solid as it is. I am not sold as to why you would need 3rd clique, when you are already running 2. If anything, I would say take out the awkward RIP for Oblivion Ring to improve your Show and Tell match-up. PFire is fine, since it could be your win condition as well. This build has been done by a Japanese at a GP before, feel free to write a report after.
just asking because you have much more experience than me with the deck.
Why aren't we playing Pyroclasm or Rolling Earthquake MD? Against Jund they just work wonderfully
Also Rest in Peace shuts: Tarmogoyf, Deathrite Shaman, Dredge decks of any kind, Loam, Nimble Moongose.
The only "fearful" common creatures after a RiP is resolved are: Dark Confidant, Vendilion Clique and Delver of Secrets.
All 3 die, crying, with a Pyroclasm.
Isn't it good to start playing RiP and Pyroclasm/Earthquake MD?
Definitly: with RiP we only lose Snapcaster Mage.
Many lists are already not playing it, and we have always like it because it is a 5-8 Brainstorm/StP/Pyroblast.
The pros instead are rather big in modern meta.. it also gives us a strong a reliable win con through Helm of Obedience, that, with ET can be played as a singleton (along with the singleton Blood Moon)
I'll start testing RiP as a 2-3x staple. and some combinations of Earthquake/Pyroclasm alongside it.
Here are some reasons against it:
- UW/r Miracles runs, at most, 2 red sources. Packing Pyroclasm main would require more red sources, which will make our manabase more fragile - something that we don't really wanna do if we choose to run Blood Moons, or vs. most Wasteland Decks
- We're not sorely lacking in the board wipe department. We can consistently wipe the board of creatures for W, so why would wiping it for 1R be better, especially if you need another card that costs 1W to do so, and only in a few matchups?
- Using the RIP/Helm build as an example, there's already a lot of clunky cards that list is running. Adding Pyroclasm into the mix adds even more clunk
For me Pyroclasm is more of an SB card, if ever. Still, only actual playtesting can really show if it's good or not.
Obviously the mana base should be accorded to the list..
the point is that with NO, GSZ and fetchlands I feel that Terminus is not that powerful sweeper.
and Wasteland was already a problem because it gets rid of our Karakas. Honestly I prefer to attract their Wasteland on my Volcanic Island than Karakas. And, again, a singleton Mountain solves the problem.
We are definitly a slow deck, creatures keep on coming back from bottom to field. possibly (along with 2-3 Terminus) I might prefer 1-2 Pyroclasm or 1-2 Supreme Verdict
I don't like Terminus so much. It's not a definitive answear to creatures because our deck is definitly very slow. Anyway is such a cheap removal that it keeps its spots for sure
And if Pyroclasm has those problems, what about Rolling Earthquake?
I also like to be heavier with red because I can play more Reb/Pyroblast in SB. Show and Tell / Ominiscience is such a pain today...
I've thought about running Bonfire in the side for GBx, but that's as far as I'd gotten. The deck really isn't short on answers, 3-4 Terminus and 4 Swords should be enough to stall until you can win. Even RiP helps slow down a ton of creatures. You just can't let yourself get into a grindfest with Cascade decks. Unless you can keep a Counterbalance live (which is unlikely against Abrupt Decay), you will lose the grind almost every time. If you really want to MD additional heat for GBx, run more Entreat the Angels. I wouldn't go so far as Kotter's list and drop Terminus, but packing 3-4 MD Entreats will easily dampen any Jund player's day.
is Cascade engine blocked by Torpor Orb? Because they start to be so common and 1-2 in SB can be a worthy call
We always play E tutors for hate
edit: no, it doesn't :(
cascade triggers when the spell is played not when the creature ETB.. :(
Correct. And even if it did, it'd still get hit by Abrupt Decay. Rule of Law and Ethersworn Canonist actually do block Cascade, but also die to Abrupt Decay (and Bolt). Curse of Exhaustion can't be hit by Abrupt Decay, but likely still isn't where you want to be.
Canonist not an option. dies to anything, /2 thoughtness creature AND dies to generic artifact removal...
as fragile as a champagne glass
Hey guys I haven't kept up to date on miracles lately. I played UW miracles with EtA and flash creatures, but it seems lately that it has fallen out of favor and UWr miracles has been more competitive. I'm planning to go to ScgBa being hour an hour away and wondered what everyone's thoughts about the different UWr miracle decks.
From what I gather the EtA/flash creatures plays a more beat down version while the RiP/Helm goes for a more control play to set up the kill. I see that it's harder to set up a the CB/top soft lock with Abrupt decays being more prevalent now, and it seems this hits the RiP combo version of the deck too. So here's my take and some questions I could use some answers with. Do correct me if I'm wrong.
1) I would guess creature version is better with the current meta (G/B type decks) because we're not relying on RiP to stay on board with the ABs main deck.
2) A quick scan on metamox shows that pernicious deed hasn't been used as much, but I wonder if you guys still think this is relevant? With our games more likely to go long, does it worry you when it's possible for them to have enough mana to cast and activate deed right after a huge EtA?
3) Is it ok to run 2 tiagos with 2 RiP mb? It seems the enchantment is a huge boon against most of the meta right now, or should I just keep it in the sb?
4) I saw someone mention Mirran crusader for the BUG matchups which I did like in deadguy. Without equipment though you think is he still strong enough to be a sb option?
IMO
1) my version plays 3 Vendilion 1 Venser 2 Karakas AND 2 RiP MD.
it's still old legendary-karakas based miracle
RiP in modern meta is just too good. I find it useful in 80% of the first game and 100% of the second game (where I board in the third)
2) BG is a bad matchup for Deed and Decay. We play Blood Moon and RiP to fix it. post board, imo, it's 50-50
3) if tiago is Snapmage, definitly not. I'm cutting it for RiP package (-3 Snapmage +2 RiP +1 Helm)
4) imo, no. RiP + Misdirection should fill the gap
the point is exactly, how do we start taking advantage of all the Decays around?
Divert
Deflection
Misdirection
Swerve
especially the last one..
1-2 Misdirection MD, 1-2 Swerve SB
after some test, the only add that makes a sense is Pyroclasm
Bonfire and Earthquake with less than 3 mana are rather useless and with 1 more mana we have Wrath of God, which is on colors too...
maybe -1 Terminus -1 StP +2 Bonfire (MD), but that's something to be tested throughtly
and SB 2-3 Pyroclasm.
current list:
4 Swords to Plowshares
3 Terminus
4 Brainstorm
4 Sensei's Divining Top
3 Counterbalance
2 Rest in Peace
3 Force of Will
2 Misdirection
2 Counterspell
3 Enlightened Tutor
1 Helm of Obedience
3 Jace, TMS
2 Oblivion Ring
2 Vendilion Clique
1 Venser
with 3 Enlightened Tutor, I HAVE to find room for 1 Blood Moon MD.
SB
1 Rest in Peace
2 Swerve
2 Pyroblast
1 REB
3 Pyroclasm (?)
2 Energy Field
2 Blood Moon
1. Even with creature version, Joe still runs 1 MD RiP.
2. Deed is only relevant in Nic-fit. I don't see the problem, you can play EtA at opponent's End of Turn, then just attack opponent for the win on your turn. Even if your opponent play Deed after, damage has already been done.
3. No, you either run 2 Snapcaster Mages + 1 RiP, or 0 Snapcaster mages + 3 RiP.
4. Depends on the version you are running. If you MD multiple RiPs, then Divert/Misdirection would work better, since they align with your goal of abusing RiP by protecting it. If you focus on spells and Angels, then there is no need, the focus should be prolonging your game until you are safe enough to do a big EtA, and Crusader is a decent choice. Crusader also buy you some turns against Geist and Death and Taxes, until you can promptly draw your removals.
I used to run 1 SB Pyroclasm when Goblins started getting big, in order to supplement the Terminus/sweeper count. I don't think beyond 5-6 sweepers is necessary, and even the 6th is on shaky ground. The 2 Volcanics support it just fine, as you fetch it out when you need to cast Pyroclasm.
Thanks. That helped clear up some things. I didnt notice the misdirects/diverts too, sounds like a good call.
Hi,
I am a new Hungarian Legacy player. I started to play this format in January. Before that I played 6 month of EDH (1v1 commander) and 1,5 years of Standard. I prefere to play control.
Until now I played Spiral Tide which is a relative cheap combo deck with control back up.
I would like to try the UW Miracle archetype, because I feel that it is a tier 1 deck in this format.
In Budapest there is one Legacy FNM in a month, usually there are about 20 participants.
The relevant decks used to be the following ones: Junk Stoneblade, Death and Taxes, Esper Stoneblade, Berserk Infect, RUG Delver, Elves, Goblin, Dragon Stompy, Sneak and Tell. There are some less sucsessfull ones: Shardless BUG, BG Rock, UWBG Dreadstill, UR Delver, Pox, Burn, Forgemaster, Spiral Tide.
Most of the players are new, but there are 10-12 person who playing this format over 5, even 10 years. Usually they are in the top8 - independent of their deck choice.
I plan to play the following list:
4 Sensei’s Divining Top
4 Brainstorm
1 Ponder
3 Jace, the Mind Sculptor
4 Swords to Plowshares
3 Terminus
2 Entreat the Angels
2 Spell Pierce
2 Spellsnare
2 Counterspell
4 Force of Will
3 Counterbalance
1 Detention Sphere
1 Vendilion Clique
2 Snapcaster Mage
22 Lands
4 Flooded Strand
4 Scalding Tarn
1 Arid Mesa
4 Island
2 Plains
3 Tundra
2 Volcanic Island
1 Mystic Gate
1 Karakas
Sideboard
2 Flusterstorm
2 Red Elemental Blast
1 Pyroblast
1 Pyroclasm
2 Pithing Needle
1 Relic of Progenitus
1 Grafdigger’s Cage
1 Celestial Purge
1 Disenchant
1 Engineered Explosives
1 Sulfur Elemental
1 Vendilion Clique
What do you think about it?
How many Legacy FNMs do you have in your hometown?
I would strongly discourage you from playing the deck because as a new player you will just make your and your opponents life miserable and get slow play warnings left and right.
I have been playing magic for many years, legacy for about a year, and I am still too slow for this deck.
It needs so many turns to win that if you aren't an extremely experienced speed monster you will never be able to finish 3 games in 50 minutes.
I love this deck but I gave up playing it frustratedly because the beauty of it is all the decisions you can make but you never have time to think for anything.
I've been playing 2 Pyroclasms at GP Strasbourg aswell, featuring 2 Volcanics MB. They were supergreat. I just had to decide whether I want them or other Red cards from my Sideboard in some MUs, cause I didn't feel comfortable with more than 4 red spells and only 2 Volcanics. Mostly I was 3/2.
Greetings
I totally disagree with this statement. There is no relation between a deck that requires a lot of decisions and takes time to win, and slow play. I am not a fast player myself, and have had many draws over the years. But I have only received one slow play warning. It was a long time ago, and I was playing goblins. Watching me now compared to when I started playing this deck last year is not close. You get faster as your pattern recognition builds up. He is talking about an FNM anyway, I'm not sure they give warnings.
UB control, your list is fine. It will probably take you a couple events before you get used to all the cards. Then you can start making changes to parts that you don't like.
Why would you run Relic of Progenitus and Grafdigger’s Cage when you can just have Rest in Peace? If you intend to graveyard hate, do it thoroughly, abandon Snapcaster Mages plan if graveyard in a particular match-up is such a problem.
Also, if you are new to Legacy Miracle, I expect you to lose... for the first month. Yes, the learning curve is steep, but you have to have patience.
Agreed. You'll pick it up faster than you think, and there's no way to get faster other than practice. While I get frustrated at people playing the deck slowly, I'm pretty impatient in general.
There should not be any warnings at FNM, FNM is regular REL, not competitive.
I'll agree with this also. While the amount of unintentional draws you get will likely frustrate you and your opponents, there really isn't any way to get faster other than playing more. I still get a draw now and again, but I've been doing much better since I made a goal of making myself (and occasionally my opponents) manage our time better. It isn't a beginner friendly deck for those just getting into Legacy, but if you are a diehard control player, you won't regret it in the long run.
It should be mandatory that every deck that plays snapcaster and has the mana to use it, should always have a single riptide laboratory.
I am back from a local tournament with close to 30 players, a National-Championship-Qualifier, organized by me. As I Top8ed 4 of the 5 previous ones I promised myself to play something fun. I was thinking about something like BUG Counterbalance or UW Landstill but a friend brought up the idea of putting Show and Tell + Griselbrand into Miracle Control. Sounds stupid, sounds fun. I'll buy it. That's the list I registred:
4 Tundra
4 Flooded Strand
4 Polluted Delta
2 Scalding Tarn
1 Misty Rainforest
4 Island
1 Plains
2 Karakas
4 Sensei's Divining Top
4 Counterbalance
4 Brainstorm
4 Force of Will
4 Swords to Plowshares
3 Terminus
4 Show and Tell
4 Griselbrand
2 Intuition
3 Snapcaster Mage
2 Vendilion Clique
//Sideboard
4 Flusterstorm
3 Jace, the Mind Sculptor
4 Rest in Peace
1 Vendilion Clique
2 Supreme Verdict
1 Entreat the Angles
Ok, here are the short recaps of the Swiss-MUs:
1) Aluren
I: I have a T3 Griselbrand, he gets Aluren. I find enough Force of Wills.
II: I lock him out quickly with Counterbalance, he does not find Abrupt Decay, Griselbrand is doing the beatdown cause he has Notion Thief.
1-0
2) ANT
I: I get CB-lock by T2 and he concedes after I land a Clique.
II: Counterbalance lock again + a T3 Griselbrand, which gets Karakased. He tries to combo, meets my force of will and before he can recover my Cliques/Snappys/Griselbrands kill him through his Karakas.
I promised him to concede, so I do - though gamewise this is a victory.
1-1
3) Death and Taxes
I: He has fast hatebears and Karakas for my Griselbrand.
II: He has fast hatebears and Karakas for my Griselbrand.
1-2
4) NicFit
I: I force his first 2 Discardspells and resolve a Griselbrand T3. Though he has Thrun, Grave Titan and some Zombies. But after some hick-kack Griselbrand takes over and just wins, but only after getting bounced and re-showed twice.
II: T6 Snapcaster Mage, target Show, Griselbrand.
2-2
5) ANT
I: Fast Counterbalance-lock.
II: I misplay horribly, not wanna go into detail, wargh.
III: Some rules hickhack but we decide I win.
3-2 / 4-1 gamewise
This deck is a lot of fun and sure has some potential. Funwise I'd take it over any other deck at the moment. Just this feeling...locking an opponent out and bringing in Griselbrand..unbelieaveable :D
If you are interested in some fresh take on Miracles, try it out :D
Greetings
Thank you for your comments!
I enjoy to play difficult decks because that make me improve faster. So I will try to play this deck.
I made some changes in the sideboard:
Out:
1 Red Elemental Blast
1 Relic of Progenitus
1 Grafdiggers Cage
1 Celestrial Purge
In:
1 Pyroblast
2 Rest in Peace
1 Venser, Shaper Savant
I organize a so called Legacy Picnic. We go out to an open air place, take some food and drinks with us, and play Legacy all day long. It is not DCI sanctioned event. It is playtesting and casual play for fun and development. I will see how my deck performs!
Einherjer - I've sold my cardboards & retired to a lurker, but your hilarious list just made me wanna high five you :laugh:
http://tech.mn/files/2012/06/High-Five.png