I think that Terminus is too good to not play the entire playset, you end up digging for it quite a lot anyway. Also EOT terminus into jace is insane, thats why I am sure maxing out on Top and Jace is good too.
Also since we are only 2 colored I added a lot more utility lands and went up to the full 24 land count. Only downside with this Manabase is that a turn 2 CB is not as likely anymore. So i cutter CB down to a mere 2.
This is what i would suggest:
3 Snapcaster Mage
4 Sensei's Top
2 Counterbalance
1 Crucible of Worlds
4 Brainstorm
4 Force of Will
4 Swords to Plowshares
4 Terminus
1 Entreat the Angels
2 Spell Pierce
1 Spell Snare
1 Counterspell
1 Mana Leak
4 Jace, TMS
8 Fetchlands (4 Strand)
4 Tundra
1 Plains
3 Island
4 Wasteland
4 Mishra's Factory
What graveyard hate does everyone run? The Bazaar of Moxen list runs the 2 Grafdigger's Cage, but that seems sort of awkward with Snapcaster.
I run Surgical Extraction in straight U/W because of SCM, and a split of Extraction and Extirpate in UWb.
@Hanni: Same here. My metagame is pretty dredge / reanimator heavy. If you went up to 5 graveyard slots, what would your 5th spot? Relic? Crypt?
In older versions I'd go with Relic, but I run Snapcasters now, so I'd go with Crypt.
@Hanni: Have you done any testing with your proposed Terminus list?
I think one hit stuff like Crypt/Relic isn't a good move when you have such a slow clock - you need something that shuts them down, and you're able to protect it.
Cage can be devastating enough that losing a bit of value is no big deal. Wheel of Sun/Moon is also good, and not an artifact.
I'd run either alongside SE
A few games, yes. I did a little more tweaking for testing purposes also. I'm at 3 SCM and 3 Jace right now, and I dropped 3 Islands and a Kor Haven for 4 Mishra's Factory. Not 100% sold on the Factories, though I have several reasons for testing them in the current config. However, I am sold on the 3/3 SCM/Jace split.@Hanni: Have you done any testing with your proposed Terminus list?
I'm digging the list alot. The Miracle's are really powerful. Having 4 Terminus is awesome. Regardless if I get one stuck in hand, having 4 means I have more chance of seeing them, and there really is nothing better (removal-wise) than a 1 mana WoG for this deck. I think 2 Angels is the right number too, since you really want to be casting them for at least 4 mana, preferably 5 or more.
Just to make things easier, here's the list as it stands right now:
U/W Control 2k12
// Lands
4 [ON] Flooded Strand
2 [ON] Polluted Delta
2 [ZEN] Marsh Flats
4 [R] Tundra
4 [UNH] Island
2 [UNH] Plains
4 [4E] Mishra's Factory
// Creatures
3 [ISD] Snapcaster Mage
// Spells
2 [AVR] Entreat the Angels
3 [WWK] Jace, the Mind Sculptor
4 [IA] Brainstorm
4 [CHK] Sensei's Divining Top
4 [CS] Counterbalance
4 [IA] Counterspell
4 [AL] Force of Will
4 [IA] Swords to Plowshares
2 [LRW] Oblivion Ring
4 [AVR] Terminus
// Sideboard
SB: 4 [ZEN] Spell Pierce
SB: 3 [TE] Disenchant
SB: 2 [TE] Humility
SB: 2 [SOK] Pithing Needle
SB: 4 [NPH] Surgical Extraction
I feel like this list is extremely solid. I mean, I've tuned the hell out of this deck for years, so I've already worked out the majority of the shell long before the Miracle's hit the scene. I firmly believe that 4 Terminus 2 Angels is the correct configuration for the Miracles, and that includes Temporal Mastery not belonging in this deck. In fact, TM is absolutely god awful in this deck, and is much better off in decks like Merfolk, maybe RUG Tempo, and certain combo decks.
Again, not 100% on the Factories yet, but I like how they compliment the SCM beatdown package, and reduce the amount of Angels necessary for a 1-turn combo-esque win in the midgame (which is good, because it potentially allows me to hold UU open for Counterspell or keep a mana open to spin Top if I have a Counterbalance on the board).
3 Snapcasters feels perfect. 4 with only 12 spells to flashback maindeck is overkill, IMO. 3 Jace also feels perfect. My Counterbalance curve is still pretty awesome, with a 12/11 split of 1cc and 2cc, 4 3cc, 3 4cc, 4 5cc, and 4 6cc (albeit 6cc is mostly irrelevant). I still maintain my 2 maindeck answers to resolved artifacts/enchantments/planeswalkers too. Also, Entreat is alot stronger than Lingering Souls was (as well as Sorin/Elspeth), and allows me to remain U/W.
All in all, I'm very pleased with the deck right now.
EDIT: To add more reasoning behind my testing of the Factories...
They are great at blocking Mongoose, especially pre-thresh, which makes them decent against RUG Tempo, despite them having 4 Wasteland and 4 Lightning Bolt as answers. They also work really well with Terminus, since they stick around after each time I clear the board. They can chump to protect a Jace if necessary, and again, they make my backup plan of Snapcaster beatdown more relevant. Also as mentioned, reducing the number of Angels necessary for a 1-turn win is pretty nice too. Since I'm U/W right now, accommodating 4 colorless sources isn't too bad. I have tons of colorless cost requirements to boot. All in all, I'm hoping they pan out well.
And as a pre-emptive disclaimer: Just because I'm running Factories again, does not mean I should be running Standstill too.
I really like the direction this deck is going, I've been looking for such a control deck for quite some time and I think the format needed it as well. Not aggro-control or anything, no SFM to push in the red zone but just pure - counter your spell, wipe the board and win the game - control.
I like your last list Hanni, my current MD looks very similar with just -1 CS -1 terminus +2 pierce and a slightly different manabase (not sure about factory... maybe not the whole playset?).
Regarding the SB, I don't think humility and needle are that good really. I like having 2-3 meddling mage or 1-2 clique, which are both amazing vs sneak & show, a very popular deck atm and one of our toughest MU.
I think if you cut a Terminus, it should be for a PtE, because Hanni's list really relies on Terminus as an early-game removal-spell: apart from the generic 4 StP and 4 FoW there really isn't anything that can deal with an early critter (except Terminus of course). But with 4 Top and 4 BS this is likely not what you want to do.
Also, what's the deal with Spell Pierce? It doesn't really help the early-game, since it can't target creatures.
I don't like PtE MD, although it's decent in the SB. 4 StP + 3 snapcaster + 3 terminus is already plenty of removal though. Entreat can also serve as pseudo-removal later on in the game.
Pierce is great in this deck. It helps us fight the early counter wars (like resolving a CB on turn 3), and retains value in the mid-game by countering big spells that escape CB-top. The diversity of the counter suite is also important with snapcaster (this way you have more options than just counterspell for 1UUU, which isn't always feasible or practical). Same logic than team portugal which splits its removal suite between ghastly demise, go for the throat and dismember. It's also worth noting that pierce is great vs sneak & tell, which as I said is very popular and a bad MU.
Been checking decks for this type, and Miracle Control, as it is commonly called, has been doing well. Here's a link to the latest Superfriends list that got 4th place.
http://www.thecouncil.es/tcdecks/dec...0&iddeck=60626
That's the scg list from the previous page. Here's another that made t4 yesterday, though they apparently mixed in some of the sb: http://sales.starcitygames.com//deck...p?DeckID=46503
Spell Pierce sometimes feels like the best counter in the format, but gets bad when games go long, as they often do, even against fast combo.
Anyone else running anything well against sneak and show?
Humility out of the board is pretty boss vs Sneak and Show.
Pithing Needle can shut down Grisel and Sneak, although if you Needle a Grisel, they still have a 7/7 lifelinker.
Jace is still a solid answer to a Show and Tell'd Emrakul, as is Oblivion Ring. Terminus can deal with Emrakul too, as well as Griselbrand (after they draw a bunch of cards).
Honestly though, stopping the Show or Sneak from resolving in the first place is still the best option. StP is pretty lousy in this matchup, since it does nothing to Emrakul and Grisel still draws a bunch of cards.
I've been doing this for now:
-4 Swords to Plowshares
-1 Snapcaster Mage
-1 Mishra's Factory
+4 Spell Pierce
+2 Humility
Surgical Extraction can be decent too, if you can counter their first Show and Tell, or they Intuition for it.
I still find value in Counterbalance in this matchup.
Meddling Mage is a really strong sideboard option. It doesn't have quite as much synergy with Snapcaster as Spell Pierce does, but being able to name Show and Tell and Sneak Attack is pretty damn powerful, and the 2/2 body provides a clock.
Meddling Mage is a bit lackluster against Reanimator and Storm Tendrils matchups, but it's a beast vs Show and Tell and Spiral Tide, so I'm on the fence with it.
Honestly, the black splash for 1cc discard is likely the best approach since its good in control mirrors and combo matches.
There's tons of options for the Sneak and Show matchup, but for now I'm going to stay U/W and use Pierce/Humility.
This following list took 60th (of 700+) at the Bazaar of Moxen (report in Spanish @ http://goo.gl/95mUB).
I still like the Shackles he's running, like the increase in win conditions, and am interested in the boarded Seasinger.
UW CounterTop Miracles, by Pablo – 60th place
Business (38)
4 Force of Will
3 Spell Snare
2 Counterspell
4 Counterbalance
4 Sensei’s Divining Top
4 Brainstorm
3 Jace, the Mind Sculptor
4 Swords to Plowshares
3 Terminus
2 Vedalken Shackles
2 Entreat the Angels
3 Snapcaster Mage
Mana Sources (22)
3 Wasteland
1 Karakas
1 Glacial Fortress
4 Flooded Strand
2 Scalding Tarn
1 Polluted Delta
4 Tundra
5 Island
1 Plains
Sideboard (15)
3 Surgical Extraction
2 Vendilion Clique
1 Flusterstorm
1 Spell Pierce
1 Path to Exile
2 Seasinger
3 Meddling Mage
2 Disenchant
Here is a list I played in a local invitational:
4 Force of Will
4 Counterspell
4 Counterbalance
4 Sensei’s Divining Top
4 Brainstorm
3 Jace, the Mind Sculptor
4 Swords to Plowshares
2 Terminus
2 Entreat the Angels
4 Snapcaster Mage
3 Ponder
Mana Sources (22)
2 Glacial Fortress
4 Flooded Strand
1 Marsh Flats
4 Polluted Delta
4 Tundra
6 Island
1 Plains
Sideboard (15)
2 Surgical Extraction
2 Vendilion Clique
4 Spell Pierce
2 Disenchant
2 Relic
2 Terminus
1 Devastation Tide
Went 3-0 in the legacy portion of the tournament 9 ( facing Dredge 2-1, U-R burn delver 2-0 and Burn 2-0 )
Like you can see, this deck has no problems with the burn match up or with delver ( no need to dedicate sideboard cards for that match up )
- changes I want to do : I want the full set of Ponders but can't find something to take out ( Ponder was amazing at setting up turn 2 counterbalance locks, shuffling cards that I did not want on top of my deck and just making the deck a lot more consistent in general )
The seven cardinal sins of Legacy:
1. Discuss the unbanning ofLand TaxEarthcraft.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).
i r srs TM is srs business
I think I would cut 4 Islands for it, it's that good. srsly
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