-
Re: [DTB] Miracle Control
really? so against DnT RUG and URW you can reach 6 (EtA) +2 (open for Pierce) = 8 mana?
really? then I'm a bad player
Against RUG it just blocks everything but Delver and opponent's TNN, the same with URW (or I'm missing something?)
Anyway, yes, I agree that to take TNN and throw it like that in our list seems weak (and it is, or better it's surely suboptimal, but if we find a way to give it a thicker body (same with Clique) it can be better and a reliable WC.
Overall, at least, in those matchups (DnT, RUG, URW) where EtA or Jace are veeeery weak. Against those 3 decks I prefer to win by cheap mana (because of mana denial strategy) creatures (because of Pierce)
-2 EtA
-3 Jace
+3 TNN
+2 Equipment?
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Re: [DTB] Miracle Control
I didn't know if RUG had gone to TNN or not. As far as I was aware they simply ignored it in their perfectly mental shell of never playing anything that costs more than 2.
And you reach 6+ mana by the time your Entreat is relevant. Step 1 is killing MoR, step 2 is killing everything else on the battlefield. We have ways of dealin with most of their cards, and I'm actually not too bothered about D/T. Prison plays into our hands when they're not affecting our Fetchlands, as we can just go grab whatever we need. Post board we have one of our Land-interaction packages to mess with Port, and the additional answers to Vial and we're fine.
At no point is any game of Legacy actually easy, and every deck can beat us, but you have to know what's important and play towards that. They can't interact well with a lot of our cards, and Revoker is by far the most devastating card they can resolve against us at times, but we have a million things to do at any given point, seeing as they're not discarding cards from your hand. D/T is probably one of our better MU's, as all of their Enchantments also have a P/T.
Depending in what else is in your deck Imm not keen on playing Equipment. It's weak to Pierces, and is also dead without your other combo piece. It's also not actually game-ending, seeing as they're in the business of making it hard for you to cast Spells early, not late. Once you start getting to 3/4 mana, you're basically over the worst of it, and they can use Flickerwisps and MoR to get their Creatures at your face for the last few damages. I don't think that it's strong enough to justify the slots in the end.
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Re: [DTB] Miracle Control
lol, I actually came to not like TNN in Miracles after some battlefield trips.
He indeed is clunky and does not provide enough utility to warrant further testing. The only thing he's good at is being a critter wall. Then again he doesn't do sh** against Delvers, Bobs, Flickerwisps, opposing TNNs..., which is why I'd rather have more Ponders/EEs/Cliques/SCMs/S. Verdicts.
kthxbye.
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Re: [DTB] Miracle Control
if you live it as a wall, yes, it's bad.
in my idea, it is an additional win-con in those matchups that put pressure on mana and play pierce/daze.
in those matchup an equipped tnn imho (alongside Clique) is way better then Jace and EtA.
but this needs equipment
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
Poron
if you live it as a wall, yes, it's bad. in my idea, it is an additional win-con in those matchups that put pressure on mana and play pierce/daze.
in those matchup an equipped tnn imho (alongside Clique) is way better then Jace and EtA.
but this needs equipment
I agree, however going with equipment is so so, if your creature count is below 10. Obviously SFM & TNN are Legacy's new dream team and I play test several incarnations to find a perfect home for 4 TNN, 4 SFM, 4 BS, 4 FoW, & 2-3 equipments. There are other threads for this though.
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Re: [DTB] Miracle Control
I'm just saying that this new card might improve some of our worst matchups and this would require some more testing (and combinations) and commitment before trashing the idea.
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Re: [DTB] Miracle Control
TNN wants to be attacking, not blocking. In Legacy, a do-nothing-stall-the-board TNN will quickly get overrun by swarms or outclassed by unfair things. TNN wants to be equipped and pairs well with SFM. I just don't think either of these things are where a dedicated control deck wants to be. UWR and Deathblade seem like the best homes for it and it's likely that all the UWx midranged TNN decks will even end up cutting back or dropping Jaces for more aggression. In Miracles, Moat just plain seems better.
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Re: [DTB] Miracle Control
Hi guys,
So I am a Merfolk player. We have a Miracles regular in my (small) meta. I'm trying to think about this match-up and what I can do to improve it as it seems like a tough match-up with your mass-removal (and now uncounterable). Your help would be greatly appreciated - thank you :)
- What cards do you fear most in Merfolk, and why?
- When you face Merfolk, what is your strategy you employ against it?
- Have you ever lost to Merfolk - and why?
- What is your sideboarding strategy against Merfolk?
- How likely am I to get a T1 Aether Vial to resolve?
- Do you have any other tips for me?
Thanks!
-
Re: [DTB] Miracle Control
Hi guys,
Just a quick question : why do you think that Moat doesn't see more play in U/W Miracles lists ?
Is it because of the price/difficulty to get it, or because it's not that needed/clunky in some match-up ? A I missing something ?
Regards,
Spaker
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Spaker
Hi guys,
Just a quick question : why do you think that Moat doesn't see more play in U/W Miracles lists ?
Is it because of the price/difficulty to get it, or because it's not that needed/clunky in some match-up ? A I missing something ?
Regards,
Spaker
Price. Moat is awesome.
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Re: [DTB] Miracle Control
I guess you are in enemy territory for merfolk dude :)
But general sideboard rules vs Merfolk:
SB:
-x Force of Will -x Counterspells -x Spell Pierce
+x Humility/Moat +x Supreme Verdict/Sweepers/Target removal
Quote:
Originally Posted by
Windmill
Hi guys,
So I am a Merfolk player. We have a Miracles regular in my (small) meta. I'm trying to think about this match-up and what I can do to improve it as it seems like a tough match-up with your mass-removal (and now uncounterable). Your help would be greatly appreciated - thank you :)
- What cards do you fear most in Merfolk, and why?
- When you face Merfolk, what is your strategy you employ against it?
- Have you ever lost to Merfolk - and why?
- What is your sideboarding strategy against Merfolk?
- How likely am I to get a T1 Aether Vial to resolve?
- Do you have any other tips for me?
Thanks!
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Windmill
Hi guys,
Questions
Shot you a pm
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Re: [DTB] Miracle Control
I have many lists with Moat in. I have zero sleeves with Moat in. This is a problem.
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Re: [DTB] Miracle Control
I reccomend purchasing a Moat. The amount of satsfaction you get from casting it is more than worth the price of admission.
Sent from my SGH-T999 using Tapatalk
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
alphastryk
I reccomend purchasing a Moat. The amount of satsfaction you get from casting it is more than worth the price of admission.
Sent from my SGH-T999 using Tapatalk
Yep. Just bought myself a moat recently and smiles you get from opponents reading the card and sighing are worth it.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
alphastryk
I reccomend purchasing a Moat. The amount of satsfaction you get from casting it is more than worth the price of admission.
Sent from my SGH-T999 using Tapatalk
Being a goblins player, I hear it's bad for your health.
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Re: [DTB] Miracle Control
A very late and very quick recap of my GP experience. I'm playing the enchantments build and I'm not posting my list because make your own damned list!
Had 2 byes.
Round 3: Miracles
Sweet, the mirror is usually pretty solid. Nope. Guy is running the Helm combo hard with 4 RiP and 2 Helm main. Game 1 he resolved RiP turn 2 and Helm turn 4. My counterspells had already been spent on other things by then. Game 2 RiP turn 2, Helm turn 5 with activation. Again, no countermagic left. Finished in under ten minutes then went to watch Sean/Nedleeds play against something stupidly janky.
2*-1
Round 4: [Non-shardless] BUG
Game 1 play a Blood Moon turn 3, shutting him off of any further spells. He beats me down with what's already on board. Game 2 I keep a three lander. I play a moon on turn 3 again. We fight over it a couple of times, I draw six lands in a row and then I die. My last turn, I topdeck a Supreme Verdict but can't cast it due to blood moon. He shows me his hand completely full of spells blood moon was blocking.. Turns out he's been playing miracles for a long time and he agrees moon was the best choice and it put off my death a long time, but it wasn't enough to win.
2*-2
Round 5: Shardless BUG
Game 1 he gets tons of dudes and kills me before I get anything going. Game 2 I snap keep a hand that's amazing against BUG creatures. Turn 1 he Thoughtseizes and compliments my keep. Turns out that he's on the planeswalker plan this game and he ults Lili twice before I die to something I don't remember.
2*-3, drop to go get some freaking' sweet penguin tokens made for a friend
All in all, I think the deck is good but it completely shat on me. In six games I:
*Didn't win a single one :(
* Flooded out twice in a 21 land deck
* Resolved the countertop combo exactly zero times
* Had e field (2x) and RiP (3x) on the field at the same time for 3 turns total
* Miracled (3x Terminus, 1x Entreat) exactly zero times
* Countered something with counterbalance twice
I'm taking a break for a while because my brain is melting from playing miracles for almost a year solid. Went 3-2 missing top 8 on breakers today with Merfolk. Thanks for all the input everyone's had in the past!
I'm kinda drunk, so this might be wrong or dumb. I don't care because I heart magic. I'll be trying the countertop/helm of awakening combo sometime soon just for lols, but I'm not sure if that fits this thread.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
thecrav
.
I feel ya bro, but lol'd several times while reading your devine comedy :)
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
warai
I guess you are in enemy territory for merfolk dude :)
But general sideboard rules vs Merfolk:
SB:
-x Force of Will -x Counterspells -x Spell Pierce
+x Humility/Moat +x Supreme Verdict/Sweepers/Target removal
Why didn't you mention Pyro/REB? It's guaranteed 1-for-1, including standstill on stack, unless the problem is Mutavault.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
Spaker
Hi guys,
Just a quick question : why do you think that Moat doesn't see more play in U/W Miracles lists ?
Is it because of the price/difficulty to get it, or because it's not that needed/clunky in some match-up ? A I missing something ?
Regards,
Spaker
That's easy. The damn thing is $300. I'm seriously considering actually pulling out my credit card and buying one, which says a lot to how good the card looks to be, cause I'm cheap as all hell.
-
Re: [DTB] Miracle Control
After going 3-6 in GP DC I think its time to ask for some help with this deck
R1: 2-1 Elves (Izzet Staticaster blows him out in G2 and G3 especially when it hits double dryad arbor)
R2: UW stoneblade with TNN (Not enough removals)
R3: Jund (land screw g3)
R4: UW stoneblade with TNN (Not enough removals)
R5: Esper Death-Blade (tight play and a million angels, well like 6 win g3)
R6: UW stoneblade with TNN (Not enough removals)
R7: NO OPPONENT SHOWS UP
R8: Merfolk with TNN (frustration with TNN)
R9: DROP
updated list below:
4 Flooded Strand
4 Island
1 Karakas
2 Plains
4 Polluted Delta
2 Arid Mesa
3 Tundra
2 Volcanic Island
4 Sensei's Divining Top
4 Brainstorm
1 Ponder
3 Jace, the Mind Sculptor
3 Force of Will
3 Spell Pierce
1 Counterspell
3 Counterbalance
1 Engineered Explosives
4 Swords to Plowshares
1 Supreme Verdict
3 Terminus
1 Moat
1 Venser, Shaper Savant
2 Vendilion Clique
3 Entreat the Angels
Board:
2 Flusterstorm
3 Pyroblast
1 Wear // Tear
2 Rest in Peace
1 Blood Moon
2 Pithing Needle
1 Izzet Staticaster
1 Supreme Verdict
1 Force of Will
1 Terminus
Have board plans available upon request. Only 2 RIP's may be questionable. I still like blood moon vs. bug and delver decks.
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
lambert101
After going 3-6 in GP DC I think its time to ask for some help with this deck
R1: 2-1 Elves (Izzet Staticaster blows him out in G2 and G3 especially when it hits double dryad arbor)
R2: UW stoneblade with TNN (Not enough removals)
R3: Jund (land screw g3)
R4: UW stoneblade with TNN (Not enough removals)
R5: Esper Death-Blade (tight play and a million angels, well like 6 win g3)
R6: UW stoneblade with TNN (Not enough removals)
R7: NO OPPONENT SHOWS UP
R8: Merfolk with TNN (frustration with TNN)
R9: DROP
updated list below:
4 Flooded Strand
4 Island
1 Karakas
2 Plains
4 Polluted Delta
2 Arid Mesa
3 Tundra
2 Volcanic Island
4 Sensei's Divining Top
4 Brainstorm
1 Ponder
3 Jace, the Mind Sculptor
3 Force of Will
3 Spell Pierce
1 Counterspell
3 Counterbalance
1 Engineered Explosives
4 Swords to Plowshares
1 Supreme Verdict
3 Terminus
1 Moat
1 Venser, Shaper Savant
2 Vendilion Clique
3 Entreat the Angels
Board:
2 Flusterstorm
3 Pyroblast
1 Wear // Tear
2 Rest in Peace
1 Blood Moon
2 Pithing Needle
1 Izzet Staticaster
1 Supreme Verdict
1 Force of Will
1 Terminus
Have board plans available upon request. Only 2 RIP's may be questionable. I still like blood moon vs. bug and delver decks.
I don't understand the single EE and single Moat without Enlightened Tutor. Makes more sense if you turn that single Ponder into ET. Yeah, 3rd EtA is totally dead against combos, but even MD it, your report still says not enough removal multiple times. That suggests 3rd EtA MD is not that impactful.
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
lambert101
After going 3-6 in GP DC I think its time to ask for some help with this deck
R1: 2-1 Elves (Izzet Staticaster blows him out in G2 and G3 especially when it hits double dryad arbor)
R2: UW stoneblade with TNN (Not enough removals)
R3: Jund (land screw g3)
R4: UW stoneblade with TNN (Not enough removals)
R5: Esper Death-Blade (tight play and a million angels, well like 6 win g3)
R6: UW stoneblade with TNN (Not enough removals)
R7: NO OPPONENT SHOWS UP
R8: Merfolk with TNN (frustration with TNN)
R9: DROP
updated list below:
4 Flooded Strand
4 Island
1 Karakas
2 Plains
4 Polluted Delta
2 Arid Mesa
3 Tundra
2 Volcanic Island
4 Sensei's Divining Top
4 Brainstorm
1 Ponder
3 Jace, the Mind Sculptor
3 Force of Will
3 Spell Pierce
1 Counterspell
3 Counterbalance
1 Engineered Explosives
4 Swords to Plowshares
1 Supreme Verdict
3 Terminus
1 Moat
1 Venser, Shaper Savant
2 Vendilion Clique
3 Entreat the Angels
Board:
2 Flusterstorm
3 Pyroblast
1 Wear // Tear
2 Rest in Peace
1 Blood Moon
2 Pithing Needle
1 Izzet Staticaster
1 Supreme Verdict
1 Force of Will
1 Terminus
Have board plans available upon request. Only 2 RIP's may be questionable. I still like blood moon vs. bug and delver decks.
Your list looks cool, though I've never been a fan of Venser and don't run Cliques atm (might be back if Combo rises as predicted). In the wake of TNN I'd suggest: -1 Venser, +1 EE, -1 Terminus, +1 1 S. Verdict
SB:
-1 Moon (many manabases have adjusted to Moons, and as a 1of you won't find it reliably), +1 Wear/Tear (crucial against Vials and equipment), 1 Izzet (another Terminus/Verdict just looks more solid)
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
lambert101
After going 3-6 in GP DC I think its time to ask for some help with this deck.
I think an important question to ask here is, how much do you feel like your wins were limited by your playskill? Small tweaks in the list are going to be helpful, but honestly playing Miracles is much, much more about how well you play it.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
Valtrix
I think an important question to ask here is, how much do you feel like your wins were limited by your playskill? Small tweaks in the list are going to be helpful, but honestly playing Miracles is much, much more about how well you play it.
Thisthisthisthisthis.
You lose more games than your opponents win. There is almost always a way. (Unless you spend the whole match without an SDT. -_-)
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Re: [DTB] Miracle Control
I've been on a roughly one month hiatus from playing, so I still haven't seen a True-Name Nemesis yet in an actual event. Are those decks problems for Miracles?
Obviously, I don't think the card itself is a huge issue (for this deck), but Esper, Bant, or UWR shell surrounding those decks can be problematic.
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Re: [DTB] Miracle Control
TNN is basically worse than a GosT against us, so I'm not bothered by it. It has the slight advantage of being able to hit through our Angels, but I'm not sure how great that is. It's 3-damage, we really don't care about it. Also I have Supreme Verdict so whatever.
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
YamiJoey
TNN is basically worse than a GosT against us, so I'm not bothered by it. It has the slight advantage of being able to hit through our Angels, but I'm not sure how great that is. It's 3-damage, we really don't care about it. Also I have Supreme Verdict so whatever.
Being able to trade with Vendilion Clique, Snapcaster, or Venser, as well as die to Pyroclasm are pretty relevant too.
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
YamiJoey
TNN is basically worse than a GosT against us
I disagree with this. While it usually isn't substantially more devastating than a Geist, there are a lot fewer ways to interact with TNN than Geist. Your options to a resolved Nemesis are basically: race with damage (as opposed to Jace), Terminus, and Supreme Verdict. In addition to those, against Geist you can Pyroclasm, block with an Angel, block with a Snapcaster, block with a Venser, block with a Clique, block with a Celestial Colonnade, block with an Elspeth token... (seeing a pattern...?). Basically, it's 4-5 (possibly 6) answers for Nemesis as opposed to at least 9-12 answers to a Geist. Again, it isn't unbeatable, but since it can basically force you to 1-for-1 a Terminus with it, it can definitely be problematic.
Quote:
Originally Posted by
lordofthepit
Obviously, I don't think the card itself is a huge issue (for this deck), but Esper, Bant, or UWR shell surrounding those decks can be problematic.
I think the most difficult thing for this deck to play against is mana disruption + a fast clock. Either one is beatable by itself and even the decks that employ both strategies can't always deploy both at once; however, if they do then you will be under a lot of pressure.
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Re: [DTB] Miracle Control
Against Delver variant decks, it's difficult to reach 4 or more lands. If you are even thinking about resolving Moat against TNN, you probably have to fight over a wall of spell pierce, daze, and FoW. An easier approach would just drop Runed Halo.
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
twndomn
Against Delver variant decks, it's difficult to reach 4 or more lands. If you are even thinking about resolving Moat against TNN, you probably have to fight over a wall of spell pierce, daze, and FoW. An easier approach would just drop Runed Halo.
Against Delver decks, I would worry about resolving a Counterbalance first which usually makes Pierce and Daze pretty non-threatening. If I can float a FoW on top then even better. Runed Halo is so freakishly narrow.
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Dzra
Against Delver decks, I would worry about resolving a Counterbalance first which usually makes Pierce and Daze pretty non-threatening. If I can float a FoW on top then even better. Runed Halo is so freakishly narrow.
Nothing quite beats countering a Force with a Force on top and then spinning your Top to draw and play it.
Still getting used to playing this newfangled version of the deck with them there 'Creatures'. I expect to Ambush Viper many Geists. Up until recently I played a single Entreat with a second in the board, and I haven't played much since I changed.
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
YamiJoey
Still getting used to playing this newfangled version of the deck with them there 'Creatures'. I expect to Ambush Viper many Geists. Up until recently I played a single Entreat with a second in the board, and I haven't played much since I changed.
I'm somewhat in the same boat and trying to get it out of my head that Entreat is just a win condition. As far as one-sided board wipes go, Entreat is about as good as it gets.
... and speaking of Ambush Vipers, I was playing against Oops All Spells a few weeks ago and I guess he kept a loose hand because for whatever reason he decided to get his Wild Cantor in there for that one damage on turn two. Punished.
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Re: [DTB] Miracle Control
For the new TNN meta, Miracles will have to run a full package of 4 Terminus mainboard.
In sideboard this might be the way to go:
2/3 Humility - Makes Emrakul, Griselbrand and TNN humble again.
1/2 Supreme Verdict - Another way to make a clean board.
Anyone had problems dealing with TNN in their games?
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Re: [DTB] Miracle Control
I've been testing this list with the following findings vs TNN
4 Tundra
1 Volcanic Island
5 Island
2 Plains
4 Flooded Strand
2 Arid Mesa
3 Counterbalance
1 Counterspell
3 Spell Pierce
4 Brainstorm
4 Force of Will
3 Terminus
1 Supreme Verdict
3 Entreat the Angels
1 Vendilion Clique
4 Swords to Plowshares
3 Jace, the Mind Sculptor
4 Sensei's Divining Top
3 Snapcaster Mage
1 Ponder
1 Karakas
3 Scalding Tarn
SB: 3 Rest in Peace
SB: 2 Red Elemental Blast
SB: 2 Pyroblast
SB: 2 Wear // Tear
SB: 2 Flusterstorm
SB: 1 Vendilion Clique
SB: 2 Supreme Verdict
SB: 1 Mountain
The list performed very well overall. But let's specify this on the TNN - Esperblade and Merfolk aren't good MUs - but def. beatable. All the other TNN lists, be it Turtenwald UWR or Bant are easy. They hardly have any meaningful interaction and you just sweep the board until you got them.
I think TNN made Miracles a better deck than it was before. More people playing creatures (lol) is always good - be it Shrouded or hexproofed creatures, we don't care.
I strongly advise trying my list - besides a few boarding-problems I have to fix one way or another the list seems to be very well prepared to beat the field right now.
Greetings
-
Re: [DTB] Miracle Control
wouldn't you like to test some Humility/Moat?
what's your % matchup against Sneak Show?
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Dzra
I'm somewhat in the same boat and trying to get it out of my head that Entreat is just a win condition. As far as one-sided board wipes go, Entreat is about as good as it gets.
... and speaking of Ambush Vipers, I was playing against Oops All Spells a few weeks ago and I guess he kept a loose hand because for whatever reason he decided to get his
Wild Cantor in there for that one damage on turn two.
Punished.
"Erm. Float a green... Erm... Oh shit no. OH GOD WHAT HAVE I DONE!?!"
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Poron
wouldn't you like to test some Humility/Moat?
what's your % matchup against Sneak Show?
I don't see the need for Humility/Moat right now. My % against SneakShow... well - don't have the figures ready but as you can see from my list Show and Tell will never ever resolve, leaving only Sneak Attack as the problem, admittingly I seem to be running low on answers against this - which is one of my concern points with the 2 Flusterstorm in the Sideboard...
Greetings
-
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Einherjer
I don't see the need for Humility/Moat right now. My % against SneakShow... well - don't have the figures ready but as you can see from my list Show and Tell will never ever resolve, leaving only Sneak Attack as the problem, admittingly I seem to be running low on answers against this - which is one of my concern points with the 2 Flusterstorm in the Sideboard...
Greetings
Needle goes a long way and I'm currently operating on 1-2 and like 'em.
-
Re: [DTB] Miracle Control
hey guys,
heres what ive been playing for a couple of weeks:
3 stoneforge
3 clique
2 jace
4 brainstorm
4 top
4 counterbal
3 spell pierce
3 force
1 counterspell
3 terminus
1 supreme
1 engineered explosives
3 plow
1 entreat
1 batterskull
4 flooded strand
4 scalding tarn
2 arid mesa
2 tundra
2 volcanic
2 plains
5 island
1 karakas
1 academy ruins
sb:
2 meddling mage
2 ethersworn canonist
1 entreat
1 sword of feast//famine
1 jitte
2 flusterstorm
1 red elemental blast
1 pyroblast
1 rip
1 pithing needle
1 oring/ensnaring bridge
1 wear/tear
I haven't really had many issues with TNN decks with this list because I have 5 sweepers, plus batterskull to close. This is why I am running a sfm package, ee, and academy ruins. I was feeling especially soft to combo so I am testing this more proactive sb approach.
ex. vs sneak
-1 supreme
-3 plow
-1 encplosives
-1 entreat
-1 batterskull
-2 terminus
-2 jace
(11)
+2 meddling
+2 canonist
+1 sword
+2 flusterstorm
+1 red blast
+1 pyroblast
+1 needle
+1 oring
(11)
I don't really like playing against any combo, so I do think that I might be *slightly* biased in my sb vs them. My plan is to land a t2 threat (disrupt the combo ideally), backed by a flash t3 threat (clique or cheat sword) and try to get a sword active as soon as possible all the while having access to multiple cheap counters for their action. I know its asking for a lot to go right, but at least its a plan. some people recommended swan song, but I don't like how it lines up with what I am trying to do. I leave 1 terminus in there just in case (which is likely wrong) Jace is probably better leave in, as it can help close the game on a different axis, provide mid-late game card advantage, and keep the force count up.
notes:
here are some tweaks that you might consider depending on meta: more needles, wear/tear, more entreat, venser(s), more karakas. maybe enlightened tutor, maybe elspeth. Most of this wishlist could be fulfilled by playing miracletek, but I think its worth mentioning to better visualize the differences.
I see the talks about humility/moat stuff going on. 4 mana is too steep for my curve as far as reliability (aside from wincons). I understand that you can drop it off show and tell - I just prefer oring/ensnaring bridge @ cmc3
by no means am I saying this is the best list, because I think Joe's is probably top dog, I've just been having a good run and I felt it was worth sharing.