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Thread: Miracle Control

  1. #11901
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    Re: [DTB] Miracle Control

    guys what is your opinion on entreat vs burn? If you could choose between mentor or entreat in that match. What whould you choose?
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  2. #11902

    Re: [DTB] Miracle Control

    Fetchlands are going to cost 3 life and top activation 2 life

    */-2 effects are so needed in modern meta

  3. #11903
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    Re: [DTB] Miracle Control

    Congratulations to Anders Thiesen for coming second at Eternal Weekend!
    Read his report here!

    https://thelibraryatpendrellvale.com...after-ew-2017/

    Sib

  4. #11904

    Re: [DTB] Miracle Control

    Quote Originally Posted by Noloam_ View Post
    guys what is your opinion on entreat vs burn? If you could choose between mentor or entreat in that match. What whould you choose?
    Mentor, definitely. Burn has inevitability against us, the faster we can close out the game the better.
    Nobody plays Legacy anymore, the tournaments are all too crowded

  5. #11905
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Gros View Post
    Maybe this will be problematic to play against in a burn shell
    It's definitely a nuisance but I would much rather see this than an Eidolon on turn 2. It doesn't kill us for playing cantrips to find answers.
    The purpose of any moat is to impede attack. Some are filled with water, some with thistles. Some are filled with things best left unseen.

  6. #11906

    Re: [DTB] Miracle Control

    Quote Originally Posted by CutthroatCasual View Post
    It's definitely a nuisance but I would much rather see this than an Eidolon on turn 2. It doesn't kill us for playing cantrips to find answers.
    Kills you for activating tops or fetchlands though. It also indirectly taxes your brainstorms because you have to pay more life to shuffle cards away.

  7. #11907
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    Re: [DTB] Miracle Control

    Any thoughts on the recently spoiled By Force? I was actually thinking about wanting a card exactly like this the other day. Compared to Wear / Tear, its a sorcery that can't hit enchantments, but it might be better against something like Death and Taxes, which can present many artifacts we'd want to destroy. There aren't a ton of enchantments running around off the top of my head other than CB and the occasional Sylvan Library. Probably not going to replace Wear / Tear, but is an option if you expect MUD or Stax for some reason.

  8. #11908
    Predictor of Miracles
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    Re: [DTB] Miracle Control

    Quote Originally Posted by phg22 View Post
    Any thoughts on the recently spoiled By Force? I was actually thinking about wanting a card exactly like this the other day. Compared to Wear / Tear, its a sorcery that can't hit enchantments, but it might be better against something like Death and Taxes, which can present many artifacts we'd want to destroy. There aren't a ton of enchantments running around off the top of my head other than CB and the occasional Sylvan Library. Probably not going to replace Wear / Tear, but is an option if you expect MUD or Stax for some reason.
    Aluren, Food Chain, Sneak Attack, Sylvan Library, Choke, ZUR'S WEIRDING?!?!
    Yeah, pass on this card.
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  9. #11909

    Re: [DTB] Miracle Control

    Quote Originally Posted by phg22 View Post
    Any thoughts on the recently spoiled By Force? I was actually thinking about wanting a card exactly like this the other day. Compared to Wear / Tear, its a sorcery that can't hit enchantments, but it might be better against something like Death and Taxes, which can present many artifacts we'd want to destroy. There aren't a ton of enchantments running around off the top of my head other than CB and the occasional Sylvan Library. Probably not going to replace Wear / Tear, but is an option if you expect MUD or Stax for some reason.
    I mean, there are so many shatter effects in the format. Unless you want more than 2 artifacts, which does come up but is pretty rare, Rack and Ruin is probably better. Being instant-speed against Death and Taxes is fairly relevant, given Rishadan Ports and Wastelands. Other than that, this is usually better than something like Shattering Spree against everything that doesn't have counterspells, and I guess it's better in some spots than Meltdown which would fulfill the "kill a lot of artifacts" role pretty effectively previously. There's even Shatterstorm or Vandalblast if you really want to get them badly. Or Smelt, as the cheapest Shatter for Snapcaster Mage purposes. But honestly, I don't see a whole lot of board states that couldn't be decimated by casting Rack and Ruin and then Snapcastering it back. You're probably only killing more than two or three artifacts at once in Magical Christmasland.

    The one real truth of deckbuilding when talking about a card like that is, in the vast majority of situations, if you're being decimated by an artifact deck and you need to bring in a lot of hate, it's usually better to bring in a lot of small effects instead of a few big ones. It's better to play 5 Disenchant against the format than it would be to play 2 By Force, as an extreme example, because it leaves you less vulnerable to other decks, and because in most situations, 1-2 Disenchants are going to be good enough. Only when things are truly oppressive, like Affinity in Standard, would you want a card like By Force, and even then it would have to be >30-40% of the metagame for it to be worth sideboard slots.

    It does seem like a rather heavy-handed and obvious answer for current Standard, though...

  10. #11910

    Re: [DTB] Miracle Control

    Quote Originally Posted by CutthroatCasual View Post
    Worse as in not as good? Yes. I would much rather play against this than a Revoker naming Top.
    Yeah, that's what I was saying. It seems that they printed the card to hate on Miracles (won't see the light of day in Standard), but it looks like it's just a worse Revoker.

  11. #11911

    Re: [DTB] Miracle Control

    Not so sure it's worse.

    it's in the color that by turn 4 has already (at least) halved your life and takes both fetchlands and any artitacts.
    Additionally it survives artifact removal and has 2 thoughtness.

    To buy a playset as soon as it goes to 5$. Being one sided I would play 4 in the mirror

  12. #11912

    Re: [DTB] Miracle Control

    How do you guys feel about hydroblast currently?

    Looking at recent tournament results it looks like we need to be prepared for big red. I'm going to start playing 4 hydroblast in my sideboard (or is 3 enough?), Blue Elemental Blast seems a lot worse together with Monastery Mentor on the other hand. It's also a mirror breaker since it stops both the opposing pyroblasts as well as the Keranos, God of Storms and the Nahiri, the Harbinger.

  13. #11913
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    Re: [DTB] Miracle Control

    Quote Originally Posted by December View Post
    How do you guys feel about hydroblast currently?

    Looking at recent tournament results it looks like we need to be prepared for big red. I'm going to start playing 4 hydroblast in my sideboard (or is 3 enough?), Blue Elemental Blast seems a lot worse together with Monastery Mentor on the other hand. It's also a mirror breaker since it stops both the opposing pyroblasts as well as the Keranos, God of Storms and the Nahiri, the Harbinger.
    It also kills their Sulfur Elemental, which is currently stopping your monastery mentors (IN PLURAL!).

    I think Hydroblast is really well positioned now.

  14. #11914

    Re: [DTB] Miracle Control

    yeah Hydroblast quotation's better now

  15. #11915

    Re: [DTB] Miracle Control

    Quote Originally Posted by December View Post
    How do you guys feel about hydroblast currently?

    Looking at recent tournament results it looks like we need to be prepared for big red. I'm going to start playing 4 hydroblast in my sideboard (or is 3 enough?), Blue Elemental Blast seems a lot worse together with Monastery Mentor on the other hand. It's also a mirror breaker since it stops both the opposing pyroblasts as well as the Keranos, God of Storms and the Nahiri, the Harbinger.
    I played one in the tournament I was in a few months ago and it was awesome. 3-4 is insanely high. Even 2 is probably too many, but I could get behind it if you didn't want to play more Disenchant effects for some reason. It does stop REB, but if you're looking for a card that does that, Flusterstorm is already played in most sideboards, and people insist on bringing it in in the fair matchups and the mirror, where I can only imagine it's only purpose is winning the counter war. I've felt it to be too narrow for a fair matchup (which is why I prefer Spell Pierce), but it's certainly less narrow than Hydroblast.

    I play one for Sneak Attack decks, for burn and for red-based Delver decks which often have Sulfuric Vortex post-board. It's been incredibly good as a one-of, but the diminishing returns are very steep on that card.

  16. #11916
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    Re: [DTB] Miracle Control

    Quote Originally Posted by December View Post
    How do you guys feel about hydroblast currently?

    Looking at recent tournament results it looks like we need to be prepared for big red. I'm going to start playing 4 hydroblast in my sideboard (or is 3 enough?), Blue Elemental Blast seems a lot worse together with Monastery Mentor on the other hand. It's also a mirror breaker since it stops both the opposing pyroblasts as well as the Keranos, God of Storms and the Nahiri, the Harbinger.
    I think Hydro has a place, but I don't think Keranos or Nahiri are factors anywhere but Modern.

  17. #11917

    Re: [DTB] Miracle Control

    I don't understand how 20 lands can be enough in a double entreat build. Just because you run predict doesn't mean your opening hands get any better and if miracles misses hitting it's land drops it has a real tough time winning. If the 21st land wasn't necessary then i don't think you would see a sideboard slot dedicated to it. If you want to run Predict then that's fine and I think you should as long as the majority of miracles decks are running it because i think not having it when they do could put you at a disadvantage. However, I think that running any more than 2 and you're just wasting space that could go to other control cards. In fact, I see people running less copies of the typical 4 ofs to run more predicts. I can't see how this can be a good idea. More consistency but less tools at your disposal in any given matchup. Don't we want miracles to be flexible and prepared for anything rather than to keep shoving in cantrips attempting to make the deck more linear? Especially these 4 mentor builds. But my concern is not the mentor builds. It's the entreat builds that seem to run not enough lands in game 1.

  18. #11918
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    Re: [DTB] Miracle Control

    Quote Originally Posted by drocker23 View Post
    I don't understand how 20 lands can be enough in a double entreat build. Just because you run predict doesn't mean your opening hands get any better and if miracles misses hitting it's land drops it has a real tough time winning. If the 21st land wasn't necessary then i don't think you would see a sideboard slot dedicated to it. If you want to run Predict then that's fine and I think you should as long as the majority of miracles decks are running it because i think not having it when they do could put you at a disadvantage. However, I think that running any more than 2 and you're just wasting space that could go to other control cards. In fact, I see people running less copies of the typical 4 ofs to run more predicts. I can't see how this can be a good idea. More consistency but less tools at your disposal in any given matchup. Don't we want miracles to be flexible and prepared for anything rather than to keep shoving in cantrips attempting to make the deck more linear? Especially these 4 mentor builds. But my concern is not the mentor builds. It's the entreat builds that seem to run not enough lands in game 1.
    Have you played the predict heavy entreat builds, at all?

  19. #11919

    Re: [DTB] Miracle Control

    I have seen a lot of Anzid stream and I enjoyed it, but that deck is not where I want to be.

    Wonderful card advantage (4 Predict and 4 SnapMage)
    wonderful responsivity to threaths (4 StP 4 REBs 4 SnapMage)

    no real threaths apart from FtA and a veeery late EtA.

    I am really thinking about the new God (to test)

    It resists to Decay and REB it chump blocks Marit Lage it is totally able to win alone it enjoys the card advantage of Predict and can help EOT to thin the deck.

    cons: awful against Terminus totally useless 50% of the time

  20. #11920
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    Re: [DTB] Miracle Control

    www.twitch.tv/clericofcool streaming some miracles w entreats and predicts.

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