Originally Posted by
DNSolver
How are you beating Miracles consistently? What patterns to the games result in you winning? How are you sideboarding?
Edit: I guess I'll actually answer the post :)
Tips and Tricks for Death and Taxes:
1) Wait to play Pithing Needle. Since D+T lacks card selection, they are stuck with what they draw in most cases. Wait to play Needle until you see something you want to Needle, either from them playing it or from a discard spell. In order of priority, these are usually Wasteland > Vial > Karakas > Port / Mom if there's no clear choice.
2) Fast mana can usually come out post-board because games will likely take a while to win unless you catch them with a bad hand that folds to one Needle.
3) Against only Karakas up as they pass to your turn with Thalia, Guardian of Thraben out, Ghost Quarter on Karakas at the end of their second main phase if they have already played a land that turn. This prevents them from floating mana in their endstep to use with their Plains they fetch to Plow your token. This does let them play a 2nd Karakas from hand if they have it, so use this trick only when they have played a land that turn.
4) Allow / entice your opponent to Wasteland your duals / Urborgs instead of your Stages / Depths.
5) Stage can copy your opponent's Wasteland, Port, or Karakas. You can occaisionally use the Wasteland or Port ability to get around Karakas.
6) Bring in Karakas to stop Mangara of Corondor from turning off your entire deck.
7) Flickerwisp is their best card against us if they can get to the necessary mana / vial number. It kills Marit Lage with its ability, blocks, attacks for 3 to clock us, and can exile Pithing Needles for a turn to unlock their cards.
8) Hexmage is a good blocker / attacker in the matchup. You can frequently get in some points of damage that negates 2-4 points of lifegain from Jitte / Batterskull. Hexmage also sacrifices to remove counters from vial. This will prevent your opponent from putting the card they want in from Vial if you remove the counters in response. If your opponent says that Vial remembers how many counters were on it, that only applies if the Vial is killed.
9) Sejiri Steppe can counter Swords, Flickerwisp or Mangara's abilities, etc. However, one of its better modes is to get through blockers.
10) Try to copy Ghost Quarter with a Stage if you get a chance, to make sure you have access to a second Ghost Quarter effect if your first combo attempt does not work.
Some of these plays are pretty obvious, but that should be enough to win at least half your games unless your opponent really knows your deck as well as you do.