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Re: [DTB] Miracle Control
It's been a while since I've posted here, but I've been on a roll with Miracles lately and wanted to share my list. Over 6 tournaments of 4-5 rounds, I've gone 20-5-2 with the deck. Losses were to Merfolk twice, Dredge (I punted), UB Tezzeret, and TES. Two unintentional draws were against Team America and Goblins, both were super close.
4 Flooded Strand
2 Misty Rainforest
3 Scalding Tarn
1 Academy Ruins
3 Tundra
2 Volcanic Island
4 Island
2 Plains
1 Karakas
3 Stoneforge Mystic
2 Vendilion Clique
1 Batterskull
3 Counterbalance
4 Sensei's Divining Top
4 Force of Will
4 Brainstorm
2 Spell Pierce
2 Counterspell
4 Swords to Plowshares
1 Supreme Verdict
3 Terminus
3 Jace, the Mind Sculptor
2 Entreat the Angels
Sideboard:
1 Supreme Verdict
1 Vendilion Clique
3 Meddling Mage
2 Red Elemental Blast
2 Disenchant
1 Enlightened Tutor
1 Humility
1 Rest in Peace
1 Engineered Explosives
1 Pithing Needle
1 Blood Moon
I'm not on Snapcaster or Thopters because I want to be graveyard independent. Between that and the rock solid manabase, the deck is very difficult to disrupt. I am on the Disenchant plan for the reasons others have mentioned here, tried Wear/Tear and it was just too taxing on the manabase and rarely provided an advantage over Disenchant.
Stoneforge does a few things for the deck and I urge you to try it. First, it flips for 2 for Counterbalance which is always a soft spot for Miracles. Second, unlike Snapcaster, it keeps your curve low - I have been running 22 lands with no Ponders and can't recall a time where I lost to mana issues. Third, Batterskull is an excellent and resilient finisher. The lower land count makes it harder to lean on Entreats especially if you get into a race (though you all know how good Entreat is even at X=2). I probably win 50% of my games with Batterskull, 20% Clique, 20% Entreat, 10% Jace. Lastly, Stoneforge pressures your opponent from a different angle than the rest of Miracles. Counterbalance, Jace, Entreat, Clique and Stoneforge all cause so many different headaches for your different matchups. I've found the threat diversity to be one of the many strengths of the deck.
On the sideboard, Blood Moon probably is a win-more but I play it as a concession to the 12Post that is often in my metagame. I'd like to cut it for a 2nd Needle or a 2nd RiP. Meddling Mage is one of the hardest cards to play well, but it can be devastatingly disruptive in combo matchups and control mirrors, and provides an additional clock against combo which is sorely needed.
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Re: [DTB] Miracle Control
another very good /1 white creature.
thank you, Sulfur Elemental
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Re: [DTB] Miracle Control
What do u think about true name in this deck?
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Re: [DTB] Miracle Control
Clique is infinitely better here for reasons that the most basic of understandings of this deck show.
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Re: [DTB] Miracle Control
Imagine this,
Me: Brainstorm
DnT: Activate Vial
Me: ok
DnT: Spirit of Labyrinth play
Me: respond to Brainstorm, Wear//Tear fuse
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Re: [DTB] Miracle Control
this deck has definitly its ways to deal with SotL but don't underestimate it..
with Thalia Wear/Tear it's a 4cc card. With Brainstorm on the stack we're up to 6 mana and he plays 4 wastelands and 4 rishadan port.
Sulfur Elemental is the only proper tool we have
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
twndomn
Imagine this,
Me: Brainstorm
DnT: Activate Vial
Me: ok
DnT: Spirit of Labyrinth play
Me: respond to Brainstorm, Wear//Tear fuse
This card is pretty spooky, overall I'm not that worried since I'll never stop running with 4 Swords to Plowshares but this card definitely makes me consider running maybe some more spot removal. Perhaps I main a Disenchant/Wear//Tear since there are actually few decks that those are a stone blank against.
Edit-Misread original post.
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Re: [DTB] Miracle Control
Hello everyone,
I am an passionate Control player who made a mistake and stoped playing magic. Non the less i kept one Deck and want to start playing again with
the Miracle Deck.
My Current Deck is a blue whit control Deck with the following list
Mainboard
Lands
4x Scalding Tarn
4x Flooded Strand
1x Windswept Heath
3x Tundra
1x Karakas
5x Island
2x Plains
Creatures
4x Squadron Hawk
3x Snapcaster Mage
2x Vendillion Clique
Instants
4x Brainstorm
4x Force of Will
4x Sword to Plowshares
3x Spell Snare
2x Counterspell
Socerys
4x Ponder
2x Preordain
Planeswlaker
4x Jace the Mindsculptor
Entchantments
2x Moat
2x Oblivion Ring
Sideboard
2x Wrath of God
1x Misdirection
3x Surgical Extration
1x Wheel of Sun and Moon
2x path to Exil
1x Enlightend Tutor
1x Ethersworn Canonist
1x Back to Basics
2x Spell Pierce
I played this deck a lot and I love it but since the Meta changed heavly since my last game I want to update it in the Miracle direction. So my First thought is a list which
contains the following
Lands
4x Scalding Tarn
4x Flooded Strand
1x Windspwept Heath
3x Tundra
1x Karakas
4x Island
3x Plains
Creatures
3x Snapcaster Mage
2x Vendillion Clique
Instants
4x Brainstorm
4x Force of Will
4x Sword to Plowshares
3x Spell Snare
2x Counterspell
1x Dismantling Blow
Entchanments and Artifacts
4x Senseiīs Divining Top
3x Counterbalance
1x Moat
Sorcery
2x Entreat of the Angels
2x Terminus
1x Supreme Verdict
Planeswalker
3x Jace the Mindsculptor
Sideboard
1x Supreme Verdict
1x GravediggerīCage
1x Moat
2x Spell Pirece
1x Enlightend Tutor
1x Ethersworn Canonist
1x Porphyry Nodes
2x Rest in Piece
2x Pithing Needle
2x Disenchant
1x Ensnaring Bridge
Ok I think the main board is pretty clear. I play the Verdict to get 2 diffenrent kind of sweeper to avoid things which remove all Cards out of my libary and things like that. Also it gets me antoher card to the
Cb counter for CMC 4 slot and and is the last Resort against blue fast creature Decks which can provide Counterspells.
The Venser is in this Deck to bonce Nasty Spells or my own Snapcaster Mages. Also the Karakas interaction is pretty nice and he stabilizes the Cmc4 Curve for the counterbalance.
The Spellsnare are in as Tribute to the increasing Number of Death and Taxes Decks thanks to the Sol and Thalia which are both CmC 2 Creatures and it hits some nasty thing like Teek Tarmogyf, Avanger, Stoneforge, Jitte, Hymm to Torach
Dark Confidant Burning Wish etc. too.
The Dismantling Blow is in to get some Cardavantage, solidify my options against artifact, equipment and entchanment heavy decks and also do get rid of the Sol again. It also enhances the CmC 3 counterbalance, because
i think a Cb should be able to counter all things from 1- 4 CMC.
Moat is in to get a nother Angle of lock for non flying creature Decks without harming my own flying creatures though the entreat.
A at last to mention that I flung the Red color out to make my Manabase more consisten and harder to hit by Wasteland so i can stay in control even under the influence of Ports.
The Sideboard
The Verdict here is to enhance the midgame 2 against blue creature Decks with counterspells as the nodes should enhance nearly all creature based matchups anlong with the moat and the Tutor i have, even under the Sol engough solutions
to take care of creature pressure.
the brigde is there for Show and Tell and other Emrakul based Decks the nodes can be played here to but could be to slow.
Rest in Peace and Cage are against Graveyard based Decks like Reanimator or Dregde while the needles are realy shine in
matches against other planeswalker, Vials etc.
the Spellpierce could enhance the Anti Combo Matchup too and the Disenchant is against Entchantress Deathblade, DnT, Sneak Attack Vial, SoL, Birthing Pod. I dont think i covered all but that are the things which came
to my mind.
My question is know if you would sugest some other things here for exapample Redblasts are to important or Spellsnare being to weak in the general meta.
Ah and a last word to the Sol topic you know it does not stop Top completly it only delays the draw into the enemy turn but leavesthe core competence for
the Cb interacktion the look intact. So yes you have to play carfully to avoid siuations were you donīt have a Cmc 1 under your top 3 cards when you are locked down
but thats it.
For now best Regards
Teveshszat
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
klaus
How come?
I had the scenario come up a few times where I needed to fetch Volcanic against UWR delver anyways to use a blast, so I feel like the basic mountain is safer. Given playing the basic mountain, I prefer the versatility of Wear // Tear over Disenchant.
I think I'll be moving to 1 Wear // Tear main once Spirit of the Labyrinth is printed. I've been close already - almost everyone has targets and my sideboard gets a bit bigger.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
twndomn
Imagine this,
Me: Brainstorm
DnT: Activate Vial
Me: ok
DnT: Spirit of Labyrinth play
Me: respond to Brainstorm, Wear//Tear fuse
"...at which point, your opponent reaches across the table and slaps you savagely, jolting you back to reality."
"You gaze down at the board state, and realize you neither have the 3 open mana, nor the singleton Wear/Tear in the first place."
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
alphastryk
I had the scenario come up a few times where I needed to fetch Volcanic against UWR delver anyways to use a blast, so I feel like the basic mountain is safer. Given playing the basic mountain, I prefer the versatility of Wear // Tear over Disenchant.
I think I'll be moving to 1 Wear // Tear main once Spirit of the Labyrinth is printed. I've been close already - almost everyone has targets and my sideboard gets a bit bigger.
I think having a single disenchant type effect main board is perfectly fine. I can't think of a deck that doesnt have at least 1 target. If nothing else, it hits like a shardless agent or baleful strix vs Shardless BUG. I think that is the one deck that doesnt have an overly juicy target. A lot of green decks are playing Sylvan Library right now.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
Megadeus
I think having a single disenchant type effect main board is perfectly fine. I can't think of a deck that doesnt have at least 1 target. If nothing else, it hits like a shardless agent or baleful strix vs Shardless BUG. I think that is the one deck that doesnt have an overly juicy target. A lot of green decks are playing Sylvan Library right now.
Yeah, Shardless BUG, ANT and TES are the matchups where it's weaker, and it does float as a 1 and 2 for counterbalance vs storm. I may try it out at one of the weeklies this week.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
alphastryk
Yeah, Shardless BUG, ANT and TES are the matchups where it's weaker, and it does float as a 1 and 2 for counterbalance vs storm. I may try it out at one of the weeklies this week.
I would say it's worse against Elves. It counters some stuff on top with CB but it doesn't have one legal target. But considering the amount of good stuff it can take out, I would like to try it main aswell.
On the other hand, I won a GPT last Sunday due to my opponent playing Wear // Tear and not Disenchant because I beat him to pulp with my SoFaI before he could find a red source.
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Re: [DTB] Miracle Control
Hello,
Quote:
On the other hand, I won a GPT last Sunday due to my opponent playing Wear // Tear and not Disenchant because I beat him to pulp with my SoFaI before he could find a red source.
Yeah thats my problem with the one or two Red Recource only too. It not so uncommon that you donīt find it and will be even more complicated with Sol out.
So I think Dienchant or Dismantling Blow are the way to go if you want a more solid performance of the Deck.
Best Regards Teveshszat
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
useL
I would say it's worse against Elves. It counters some stuff on top with CB but it doesn't have one legal target. But considering the amount of good stuff it can take out, I would like to try it main aswell.
On the other hand, I won a GPT last Sunday due to my opponent playing Wear // Tear and not Disenchant because I beat him to pulp with my SoFaI before he could find a red source.
Ok, yeah it's bad against elves too. I'm not too worried about Elves in general though, and I think it's good in more matches than not.
I feel like your opponent managed their lands poorly. If you know you're going to need to use Wear // Tear you need to plan for it. Unless your opener had no fetches you should be able to do that.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
alphastryk
I had the scenario come up a few times where I needed to fetch Volcanic against UWR delver anyways to use a blast, so I feel like the basic mountain is safer. Given playing the basic mountain, I prefer the versatility of Wear // Tear over Disenchant.
I think I'll be moving to 1 Wear // Tear main once Spirit of the Labyrinth is printed. I've been close already - almost everyone has targets and my sideboard gets a bit bigger.
Been there, done that.
I was never sure whether EE might not be superior though. It's more versatile by being able to anything, does not require red and is potentially recurable via Ruins.
On the flipside it's worse with CB, cannot be recurred with SCM and has no surprise factor.
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Re: [DTB] Miracle Control
I've been thinking about how to adapt Miracles to the existence of the Spirit of the labyrinth. At first I thought it was not a huge deal. We rely on Top to find us the right cards anyway so Brainstorm getting shut down for a couple turns isn't a major problem. Also we have tons of spot removal, sweepers, wear/tear etc. so we may be able to remove it as soon as it hits the board quite often. Sure there's always Mom but you get my drift. We can kill it and even if we can't our deck doesn't stop functioning. Having access to red gives us more options from the sideboard in the form of Sulfur Elemental, so I thought all was well.
But I think the real problem isn't removing it, the real problem will be Vial-in gotchas. Even if we can remove the card we will still be restricted from casting a Brainstorm as long as there is a Vial @2 on the board. Sulfur Elemental isn't a fool proof solution to this because they have Stp and we don't have any other interesting targets for their StP. I'm wondering if switching red with black could be an idea going forward to deal with TNN and Sol together in the form of Engineered Plagues. Edit: Or a combination of plague, deluge, dread of night
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Re: [DTB] Miracle Control
StP doesn't affect Sulfur Elemental.
EDIT: I'm also interested in Zealous Persecution if we play Black, and a verdion with 3/4 Entreats, Clique, Venser, Snap, Sorin, Elspeth. That kind of thing. Possibly an Esper Flash variant using Rest Angel and then playing a different deck entirely. -_-
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Re: [DTB] Miracle Control
just more Toxic Deluge/Zealous Persecution MD. I suppose
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
YamiJoey
StP doesn't affect Sulfur Elemental.
How so? You cast it, let's say remove a couple of their creatures. They swords it and still have a vial@2 which looks threatening.
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Re: [DTB] Miracle Control
Hello,
is it worth to try 2 or 3 needles in the mainto get arround of the Vail and other ativation effects?
I mean we can clearly remove the Sotl if it hits the board only the Vial is a permanent problem
needle would solve that, is manaeffiecent and can solve other problems too.
Best Regards Teveshszat
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Re: [DTB] Miracle Control
what's with all these paranoid discussion? When Notion Thief was introduced, everyone hyped it up so much. It has built-in flash, unlike the Spirit. Spirit will meet a StP, just as Thief did. I Don't see what the big deal is. If you are THAT concerned, run more EE. EE is versatile enough you might want to run it for every non storm match-up anyway.
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Re: [DTB] Miracle Control
Hello,
I am not a friend of EE with only CmC as maximum and trying to avoid a more fragile manabase with adding a third color so for me EE is not a realy good
solution.
I understand you point and can only speak for me that I just want a solution for a siuation were I have to fight this thing in ervery 3 or 4th Game.
It just anoys you when there is a Vial on 2 and you have to plan that each brainstorm can be card disadvantage so you donīt play him as long as
vial is untapped as long as you donīt know that he donīt play the spirit.
To solve that awfull situation before it oucres we are discussiing what we can do against it.
I mean we are control players and as such it is only natural to think of all possible scenarios and soultion beforehand to
be in control of the game when it actually happens.
Best Regards Teveshszat
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Re: [DTB] Miracle Control
If you have a sword in hand you don't have anything to fear unless he has also an active mom... I don't think it would be such a common situation to be afraid at the moment.
After sideboarding, you are gonna put your artifact hate anyways for his/her vial equipment anyway, so it would be even less threatening
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Re: [DTB] Miracle Control
Hello,
I agree with you that its not so common thats the reason I refuse to a a third color fo it bnut thinking about 2 needles main which would
get me also some free sideboard slots for more stuff. But at the moment I do not know what I sholud remove.
Best regards
Teveshszat
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Re: [DTB] Miracle Control
General note: Before discussing what to add, make sure you know what you want to cut in the first place.
Plus I will not participate in stupid discussions like this...
Greetings
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Re: [DTB] Miracle Control
Hello,
Quote:
Plus I will not participate in stupid discussions like this...
to late for that you allready participated with your post who says that you will not participate.
By the Way if I know what to cut i wonīt ask if people out of the forum can help me. For
this reason I also posted my list.
And if you have read my other posts I want to know if adding needle to mainboard is
a viable option.
Best regards
Teveshszat
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
Teveshszat
Hello,
By the Way if I know what to cut i wonīt ask if people out of the forum can help me. For
this reason I also posted my list.
And if you have read my other posts I want to know if adding needle to mainboard is
a viable option.
Best regards
Teveshszat
You are being paranoid over a hypothetical board state that's so rare, might not matter at all. I am against MD needle. MD needle is only valid for a specific Miracle build that also MD Enlightened Tutor, most likely RiP-Helm build. If you are tutoring for Needle instead of tutoring for combo piece like Helm/RiP for the win, you're most likely very behind anyway.
Another approach is to actually bait out the Spirit. Start the turn using brainstorm, once DnT player vial in the Spirit. You can EE to wipe out multiple dudes, most likely Spirit + Thalia, Spirit + Revoker. As others have mentioned before, once you bait out the Spirit, just Terminus it along with everything else.
The beauty of Miracle is that we don't care if you drop a TNN or a Spirit or a 20/20 token, they all just die to mass removal. Until DnT starts to dominate the format using the Spirit, there's no point being hysterical about it.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
twndomn
The beauty of Miracle is that we don't care if you drop a TNN or a Spirit or a 20/20 token, they all just die to mass removal. Until DnT starts to dominate the format using the Spirit, there's no point being hysterical about it.
I agree. Between Terminus, STP, and Verdict, they solve 99% of the format's creatures. Spirit is a nuisance but it doesn't cripple the deck by any means.
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Re: [DTB] Miracle Control
Spirit is good no doubt, but just like TNN I believe that Miracles is much more equipped to deal with the problem than many other decks. Out of all the Blue decks, Miracles will probably be one of the ones least affected.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
Teveshszat
Hello,
to late for that you allready participated with your post who says that you will not participate.
By the Way if I know what to cut i wonīt ask if people out of the forum can help me. For
this reason I also posted my list.
And if you have read my other posts I want to know if adding needle to mainboard is
a viable option.
Best regards
Teveshszat
Want to be pickey, hu? Well, I will tell you how you should have done it, and how every new idea should be presented.
First of all you got your innovation, be it Pithing Needle in your case. You then outline the possible upsides of it, that'd be the ability to turn off annoying stuff preboard that we cannot, otherwise. Hinting to the most obvious targets might not be necessary at all - but is done anyways - just because, we can. After you have made your point clear why this card is good you should follow it up with a reasoning why it is needed in the preboard, and not in the mainboard, probably accompanied with a hint to the current metagame-changes. Should those outline an obvious reason to move Sideboard-Cards to the mainboard you can now suggest things to remove, plus don't forget to tell us why you think those cards are inferior to your Pithing Needles. Should this sound compelling you could convince others to test this for/with you. More people would chime in and give your their opinion about the topic and the thought process behind it. In the end you would be convinced that it is a bad idea or you have created a possible way to alter the mainboard.
On the other hand... "is it worth to try 2 or 3 needles in the mainto get arround of the Vail and other ativation effects? " will not mobilize alot of the silent readers.
I didn't mean to be harsh by any means, but I'd really like the level of discussion to be at the one we had already, then I could finally join the discussions again - until then - enjoy!
PS: For those of you going to Paris and willing to do intense testing the two weeks before it - PM me - we could work something out.
Greetings
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
Dzra
Spirit is good no doubt, but just like TNN I believe that Miracles is much more equipped to deal with the problem than many other decks. Out of all the Blue decks, Miracles will probably be one of the ones least affected.
Spirit is just another hatebear to deal with. Teeg is far more scary because it locks out more cards and... we don't seem bothered by that too much in the grand scheme of things
TNN is just an over-costed mongoose. Wake me up when a uncounterable Gaddock Teeg with shroud/hexproof is printed.
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Re: [DTB] Miracle Control
Hello guys,
I have been out of legacy for a little over a year (last deck I played was right when RIP/Helm started picking up steam). I've been trying to catch up on the past 15 or so pages of the thread so I can get an idea of where I'm going with the deck. My research is showing the obvious two camps of Helm/RIP (possibly with ETutor) and more traditional SCM/Entreat.
I took a look at the deck that was in last weekend's top 16 of SCG Columbus and noticed that it had Trinket Mages main for seemingly a couple of bullets (EE, Needle and Relic) and SDT. From what I can see here, Needle main would be an answer mainly for Sneak Attack and Liliana? Are there other commonly found things that you could expect to see that would justify a trinket package in the main? Possibly the equipment of choice when against a blade type deck?
I'm trying to prepare for rejoining my local meta and I don't quite have a list ready yet, but I'm leaning toward one that runs some number of Cliques and probably without RIP combo in the main. I'm just so unfamiliar with what is good and not around now that I don't actually know how to pack the deck currently. My meta is infested with greedy mana bases (last week playing my buddies Goblins I saw two MUD, two Shardless, Jund, Deathblade, Elves, Pox, and OmniTell with my buddy letting me know that there are dudes who normally play Shardless and D&T not present. The land bases, mainly targeting the Shardless, MUD, Jund and Deathblade players because they're actually skilled players, are leading me to think that Blood Moon might be ok. Blood Moon has shifted out of favor since I've last played, but I'm unsure as to what quantities of everything I should be running.
I can update this with my current list when I get home, but if there's anything specific that could help me with a decent direction to go, I would greatly appreciate it.
edit: 4 Counterbalance
3 SDT
1 EE
4 Force of Will
4 Brainstorm
2 Counterspell
4 Terminus
4 Swords to Plowshares
2 Spell Pierce/Snare ?
3 Jace, TMS
2 Entreat the Angels
5 spots (thinking some number of Clique/SCM)
|
22 Lands
4 Island
2 Plains
4 Flooded Strand
2 Scalding Tarn
2 Arid Mesa
2 Volcanic Island
3 Tundra
1 Karakas
2 other lands, thinking 1 Academy Ruins and 1 Island |
Looking forward to rejoining the ranks of control and hoping I can contribute something worthwhile to the discussion.
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Re: [DTB] Miracle Control
I really dislike the cheese of winning with a Blood Moon, although I'll admit that I've been having success recently with it (it's hot against Jund Depths). I don't like Trinket Mage here since the body isn't really worth too much. I'd rather pack more Cliques or Snapcasters. If you want a tutor effect, Enlightened Tutor is an instant, low mana, finds enchantments, and can be Snapcaster'd back.
Honestly, as Miracles, don't focus on beating their mana bases. Your number one goal against many fair decks is to drop a big Entreat at their EoT and just win. That said, if the opportunity arises where you can land Blood Moon and win on the spot then that's fine too, but don't count on that being good every game.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
alphastryk
I have been experimenting online with the following anti crit package:
4 Terminus
2 Swords
1 Pyroclasm
1 Eng Exp
3 jace
3 Entreat
Sideboard
1 Pyroclasm
1 verdict
1 moat
3 reb
I feel I am happy to switch 2 swords for full board removal spells as the meta is creatures heavy some with evasion.
How comes few play 4 terminus?
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
locifer
Hello guys,
[td]
4 Counterbalance
3 SDT
1 EE
4 Force of Will
4 Brainstorm
2 Counterspell
4 Terminus
4 Swords to Plowshares
2 Spell Pierce/Snare ?
3 Jace, TMS
2 Entreat the Angels
5 spots (thinking some number of Clique/SCM)
[/td]
[td]22 Lands
4 Island
2 Plains
4 Flooded Strand
2 Scalding Tarn
2 Arid Mesa
2 Volcanic Island
3 Tundra
1 Karakas
2 other lands, thinking 1 Academy Ruins and 1 Island[/td]
[/tr]
[/table]
Looking forward to rejoining the ranks of control and hoping I can contribute something worthwhile to the discussion.
You absolutely must run 4 Tops in this deck. It is by far the best card. Having Top in play increases your chances of winning by a ridiculous percentage.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
Rush80
How comes few play 4 terminus?
Some eschew the fourth Terminus for a Supreme Verdict for various reasons, uncounterability, cmc, Blue, etc.
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Re: [DTB] Miracle Control
Quote:
Originally Posted by
Dzra
Some eschew the fourth Terminus for a Supreme Verdict for various reasons, uncounterability, cmc, Blue, etc.
Plus I just don't feel like losing more games than necessary due to having more than 6 Miracles in my deck.
Greetings
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Re: [DTB] Miracle Control
To Teveshszat:
Yes, We are control players, so We respond to their actions - so they have to worry what our respond will be!
To twndomn
The beauty of Miracle is that we don't care if you drop a TNN or a Spirit or a 20/20 token, they all just die to mass removal. Until DnT starts to dominate the format using the Spirit, there's no point being hysterical about it.
That is just the way I think!
To Einherjer
Good luck in Paris! Unfortunatelly for personal reasons I cant go (:
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Re: [DTB] Miracle Control
Hello,
Quote:
To Teveshszat:
Yes, We are control players, so We respond to their actions - so they have to worry what our respond will be!
To twndomn
The beauty of Miracle is that we don't care if you drop a TNN or a Spirit or a 20/20 token, they all just die to mass removal. Until DnT starts to dominate the format using the Spirit, there's no point being hysterical about it.
That is just the way I think!
Ah yes ok that a toal diffenrent view. For me control mean rendering all their possible actions to disturb our gameplan useless and disturb their gameplan so that they never ahd a chane to win in
the firstplace. To be inactive and only react to a situation is not what I think is realy helpfull to achiev the stiuation above.
For my question with the needles I still think that is one of the better ways to deal with the incresement of DnT deck through SotL.
I my list I will exchange the 3rd spellsnare, because needle get me a solution for more threats that I canīt handle otherwise like
Academy Ruins, Stronhold, Depths and other stuff, and move the moat to the sideboard because I think we have engough sweeper
to deal with the most forms of aggro and if not I can board moat in at my second round.
The 2 needles main are engough to find the one I need against vial, equipment, sneak/show and other planeswalker.
I think its worth a try even without the Tutor and is more mana effiecent then EE which can only hit the
vial and CmC 2 creatures in my current build but against creatures we have massremoval and EE donīt solve the
problem of a resolved planeswalker if we donīt have creatures or counters at hand.
Another plus is that a needle willnot be dead to the Counterbalance mechanic and I donīt have to splash
a color or to to maximize the card effectivness which I have to do with 2 colors for EE and 1 for
most other artifact hates.
I think this change is needed to pay tribute to the changing of the meta which will favor white/x vial decks and other white hatebear decks
with addtional board mana and handcontrol abilities. But why should that card be in the main? The reason is most of the time
you will board it in, if you have it at your SB, at game 2 anyway to deal with things like planeswalkers or vials and multiple equipment
anyway. Yes you can argue we have disenchant for it but things like a recurring Acedmy ruin, depths and other lands we
canīt kill are just to anyoing to rely on one sulution only in the case of equipment and for reurring lands on rst in peace which a only 2 each.
That is reasoned by the thinking that we can be dsiturbed and not finding anything in time cause we only play 3 copies (2+ enlighted)
for the peace and 2 for(+dismantling blow or Wear/Tear in main) and so for me the possibility to not find an answer in time is
just to high expecialy for equipment and land activations.
So yes you can call me paranoid again but I like it more to be prepared for siuations which donīt occur then being in a situation
for which I am not prepared and losing cause I did not think twice which situations are possible.
Best Regards Teveshszat