Quote Originally Posted by Dice_Box View Post
It's unnecessary. Sure, it's useful, but I like to play a bit like Dredge. You play game one with your game plan as streamlined as you can make it, then game two, after you side out the Manabonds and what not, you can play a more hateful game.

I do like upping the sideboard slots dedicated to hating out Moon and other shit though. Since our own way to get one outside of a natural draw is to literally Gamble for it, having more to draw as the deck becomes a bigger target is handy. I am not sure a card with a double colour cost should be that card, not when we can't make one of those without a Moxen under a Moon, but I do think it's a start.

Also, Counterbalance can die in a fucking hole. Moon and Counterbalance. You know, just Miracles in general... As I type that, I like Decay just that little bit more.
I feel that most Miracles players know how to defeat Lands in a game 1 with the types of competitive hands they're likely to keep. Because of this I think Abrupt Decay (or K-Grip if that's your thing) is a requirement for maindeck. Sacrificing lands in the main deck hurts a lot but it's for the greater good. Plus, there's bonus splash wins for playing Abrupt Decay (X more answers to DRS and Delver, for instance!).

I understand about the streamlined game one but there's nothing saying we can't play a more patient game. I mean, look back since I've started posting in this thread! I've loudly claimed that 4 Depths and 4 Crop Rotation isn't needed if we're just patient. With X game one uncounterable answers to threats we have more of a controlling game.

P.S., Thrun is the business against Miracles.