Re: [DTB] Miracle Control
Though I don't feel like sharing my list publically before the GP I'd love to start a discussion about a card that seems to have been forgotten for some time.
I am talking of Mishra's Factory.
First, how am I fitting this into my list? Well I am playing 23 lands, these to be clear:
3 Tundra
2 Volcanic Island
4 Flooded Strand
4 Polluted Delta
2 Arid Mesa
4 Island
2 Plains
2 Utilitylands
I have been playing Karakas and Mystic Gate in those two slots until lately. Since I've cut Venser from my Sideboard and Clique from my Mainboard Karakas didn't seem that appealing any more, as Maverick was on the decrease aswell this led me to cut the Karakas. The Mysticgate didn't seem to great in testing so I cut it.
Why would I play Mishras? Well, in testing the Jund-MU proved to be... strange. I played quite a lot games, and in some games the Miracles engine would just crush them, as they fall in the Simply-Creature-Category. On the other hand, they have hands that include heavy discard followed by Liliana, making the MU really really tough, as any creature to follow is a must handle. This are the times where I get crushed by the Jund-mechanic.
Mishras Factory seemed a good idea against Jund when they have the Crush-Miracle-Hand.... they can't be Decayed and are hard to discard while being awesome against Lilly and useful against a lone attacking Confidant/Deathrite(-when under RIP).
Mishra has some other applications too, obv. Under a RIP they stop the Mungo-Beatdown, or they just trade with them even without RIP. They represent a clock, which mostly has to be activated under a Counterbalance, and protects our Jace and threatens the opposing.
As information for serious answers, I am running a Miraclelist featuring RIP/Helm MB, 2 Counterbalance and 2 SFM 1 Skull alongside the typical stuff. Oh well, I guess I just shared my list, well, nevermind^^
btw:lol@"If you play 4 Balance you have no idea" --- even if I don't play 4 Counterbalance, this still represents a valid choice, with obvious achievements and victories.
Greetings
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Pherion
Heya Tamales,
Your list looks like a lot of fun, but there are a few things I'd change:
Powder Keg is very slow, I think I'd run with
Engineered Explosives even if you don't splash a 3rd color. Lets compare how they each act.
Destroying 0 CMC: Powder Keg costs 2 to cast, and you tap it to sack it. EE costs 0, you then pay 2 to sac it. So they do the same thing here.
Destroying 1 CMC: Powder Keg costs 2 to cast, you wait a turn, then use it. EE costs 1 to use, and you can immediatly pay 2 to sac it. Here EE is faster, but Keg costs less.
The pattern continues with EE increasing in mana cost, and Keg increasing in turns. With the amount of mana we run (around 23 ususally) we will have plenty of land drops to always make EE a better option. Also - Keg can't kill enchantments, and I do love dropping an EE for WWU and watching the opposing
Counterballance player get all confused.
Next up, are you playing
Aura of Silence as a
Disenchant, or are you afraid of MUD and Affinity? If it's the latter, then you need a better card:
Energy Flux or
Kataki, War's Wage for affinity, and counter magic for MUD. I'd suggest swapping it for a straight up
Disenchant.
And last,
Sphere of Law in you board makes me wonder why you're not running
Energy Field in the main deck. It's one of the reasons that RIP is so good, Helm being the second one. I'd suggest finding room in the main for two fields, and see how that effects your burn match-up.
Cheers,
Frank
Yeah, I guess it's time to upgrade to an EE over Powder Kegs. Good point on that. Thanks!
Aura of Silence is in there mainly against Enchantress and if I come across Affinity (though they've probably played their entire hand already... varies if it's the Tezz version). It also fulfills the 3cc section if needed.
Sphere of Law is in there against Burn match ups and goblins. The issue with Energy Field is that I find myself aggressively mulliganing and I don't want to fight for hands with perfect combinations. A few counterspells and a tutor will buy me enough time to set it up and come back into the game with a Baneslayer, versus a mulligan into RIP + Energy Field.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
twndomn
Any lists that run 4 Counterbalances are clear indicators of little or no understanding of how Miracle control works. Simply google Miracle control, out of all the top 8 Miracle control deck lists, how many of them are running 4 CB?
Less snark please.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Polish Tamales
I think my list is nearly complete. I might add R for Blood Moon + Pyroblast, + Engineered Explosives, but I'm not quite ready yet unless someone can convince me to drop almost $200 USD for the upgrades.
Here's what I have so far for a pure U/W list. Let me know how you feel about this guys.
Main Deck:
3 Jace, the Mind Sculptor
1 Vendilion Clique
1 Venser, Shaper Savant
1 Back to Basics
4 Brainstorm
3 Counterbalance
1 Counterspell
1 Detention Sphere
2 Enlightened Tutor
2 Entreat the Angels
4 Force of Will
1 Helm of Obedience
2 Rest in Peace
3 Sensei's Divining Top
2 Spell Pierce
4 Swords to Plowshares
3 Terminus
1 Academy Ruins
1 Dust Bowl
4 Flooded Strand
4 Island
1 Karakas
4 Misty Rainforest
3 Plains
4 Tundra
Sideboard:
1 Aura of Silence
2 Baneslayer Angel
1 Elspeth, Knight-Errant
1 Ensnaring Bridge
1 Ethersworn Canonist
2 Flusterstorm
1 Humility
1 Pithing Needle
1 Powder Keg
1 Sphere of Law
1 Supreme Verdict
2 Surgical Extraction
Again, adding Red would mean dropping Back to Basics for Blood Moon and switching Powder Keg for Engineered Explosives. Let me know how you guys feel about this.
Quick thoughts, having never tried many of these cards:
-Blood Moon is there for the "oops, I won" factor against many difficult match ups, like Jund, BUG, and Esper. Back to Basics doesn't seem like an adequate replacement to me. If you really just love the card (and who could blame you?) 4 Tundras seems like way too many. I'd cut down to 2. But really, I'd cut the BtB.
-Isn't Ratchet Bomb just better than Powder Keg?
-I can't say you should definitely drop $200 on the red splash, as I'm toying with the idea of cutting it myself, but I will point out that Volcanics aren't exactly going down in price. You may as well get them now.
Quote:
Originally Posted by
oarsman
Dang, just when I thought I was starting to get the hang of this, I find out that I have no idea what I am doing.
Hahahahaha!
Re: [DTB] Miracle Control
Powder Keg destroys Mishra's Factories and artifact lands.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
twndomn
Any lists that run 4 Counterbalances are clear indicators of little or no understanding of how Miracle control works. Simply google Miracle control, out of all the top 8 Miracle control deck lists, how many of them are running 4 CB?
To make the list more futile, adding Stoneblade package is just not the direction. We had this debate before, just look for reasoning in previous couple pages.
Seriously, again, just google Miracle control, out of all the top 8, which one runs Powder Keg? Look, budget is not an excuse, unless you post your list in casual section. Most tournament/competitive Legacy Miracle control decks run 3 colors. This is not even related to card choices, this is just your affordability.
No, Energy Field is clunky. It's a magnet for REB/Pyroblast. Just look at SCG Legacy Open's lists where Miracle Helms won 1st place, none of them MD Energy Field, maybe not even SB.
Interesting...I wonder what those top 8 guys google to make their decks...
Re: [DTB] Miracle Control
I think Mishra's Factory could be an interesting inclusion in the classic build with 6 or more creatures and without the red splash. In the Rip versions with so few creatures you are just giving your opponent a good target for their removal.
What do you think about including noxious revival in a miracles with 3 snapcasters and no Rip combo as a singleton?
Re: [DTB] Miracle Control
Quote:
Originally Posted by
cschacal
I think Mishra's Factory could be an interesting inclusion in the classic build with 6 or more creatures and without the red splash. In the Rip versions with so few creatures you are just giving your opponent a good target for their removal.
What do you think about including noxious revival in a miracles with 3 snapcasters and no Rip combo as a singleton?
I used to palay Mishra's in the first version of the deck from about year ago. It was just uw with 3 casters 1 clique and it was amazing. It gives you the game against jace (one of the top reasons to play them), after terminus it allows you to quicky seal the deal - esepcially if you have CB-Top.
I am afraid that noxious revival is too narrow.
Re: [DTB] Miracle Control
I used to use 2~3 factories in my MD along with 3 Cliques/Snapcasters. It made the deck really linear and ended up costing me a lot of game 1 matches where a Detention Sphere would've been nice. Probably just better in Stoneblade where it isn't competing for slots as badly.
Which is why I feel that a Blood Moon or B2B would be good MD knowing that it will wreak over half the decks in the format game 1. Blood Moon especially when it just ends the game potentially or even worst for Lands players. Venser also provides some surprising tech game 1 as well. Worst case, it fills the 3cc slot in the deck game 1. Then again, it just depends on the flavor of the month in the meta game, where I could swap out the RIP/Helm package for Stoneforge/Batterskull or Tropther/Sword combo (which is terrible against the mirror).
Re: [DTB] Miracle Control
Do you board out StP and PtE against Show and Tell and Reanimator?
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Iron Buddha
Do you board out StP and PtE against Show and Tell and Reanimator?
Which show and tell deck? sneak and show? omnitell?
For reanimator I leave in one or two StP, mostly because I run out of things to bring in.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
oarsman
Dang, just when I thought I was starting to get the hang of this, I find out that I have no idea what I am doing.
people also don't realize that the md/sb that works on the scg circuit is sometimes quite different than what would work in their local metagame.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
Polish Tamales
or Tropther/Sword combo (which is terrible against the mirror).
Thopter/sword is terrible in general. A two-card combo with cards that are useless on their own that is slow to win with that is vulnerable to graveyard hate.
Awful, awful.
Re: [DTB] Miracle Control
I saw some latest decklists with one Izzet Staticaster in side. Would be this card better against maverick than Sulfur Elemental?
Anyway, why sulfur/izzet is more often to see in sideboards than pyroclasm? pyroclasm should be more devastating for maverick (hit gaddock, ...) I think and is very good against elves, goblins and jund.
Re: [DTB] Miracle Control
I think it's more for the EsperBlade matchup where Elemental > Lingering Souls and Elemental can't be countered/it can be played in response to Esperblade's discard/can be played eot to kill their Jace they just played.
Re: [DTB] Miracle Control
lingering souls are not even that good vs us, we have terminus. you just have to keep the terminus in post board vs esper and maverick. between clique and stps and oring, i don't think teeg is a big problem. if they got mom then yeah, but i mean.. what did you keep vs them then?
Re: [DTB] Miracle Control
Quote:
Originally Posted by
sauce
lingering souls are not even that good vs us, we have terminus. you just have to keep the terminus in post board vs esper and maverick. between clique and stps and oring, i don't think teeg is a big problem. if they got mom then yeah, but i mean.. what did you keep vs them then?
You're keeping in Terminus versus Esperblade? Are you kidding me?
Re: [DTB] Miracle Control
Quote:
Originally Posted by
sauce
lingering souls are not even that good vs us, we have terminus. you just have to keep the terminus in post board vs esper and maverick. between clique and stps and oring, i don't think teeg is a big problem. if they got mom then yeah, but i mean.. what did you keep vs them then?
I hope you are being sarcastic.
Re: [DTB] Miracle Control
Quote:
Originally Posted by
sauce
lingering souls are not even that good vs us, we have terminus. you just have to keep the terminus in post board vs esper and maverick. between clique and stps and oring, i don't think teeg is a big problem. if they got mom then yeah, but i mean.. what did you keep vs them then?
What? Removal in general is horrible against Lingering Souls. You would be trading actual cards for tokens. I do nkt see how it is not great against us when it actually it is one of the cards I hate seeing the most. Only good ways to answer it is to clean up the board with a pernament or playing creatures with a bigger behind than the tokens.
Re: [DTB] Miracle Control
The bigger issue is equipment. Half a Lingering Souls can't kill Jace, so usually we have to 1-for-1 it with Terminus. Awkward, but not horrible. If they have equipment that we cant remove then we will likely be trading a Terminus for half a Lingering Souls. That's when we have a problem.
I don't know why you'd ever consider boarding out Terminus vs Esper. They are fairy likely to have Geists in the board, mainly for us.