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Thread: Miracle Control

  1. #1321
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    Re: [DTB] Miracle Control

    Im not an expert but I feel like you probably just want the third one MB.

    Also probably an awful awful idea.... But to those playing the Helm Combo version, any thoughts on Humility + Jace Architect of thought soft lock?
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  2. #1322

    Re: [DTB] Miracle Control

    I just picked up a Venser, shaper savant for my UWr Miracles (Hybrid version with few Stoneforge + Batterskull). He obviously is great vs Omni show but what other decks would you bring him in vs. I feel like i like it in the mirror as well.

  3. #1323
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    Re: [DTB] Miracle Control

    I built this deck for a friend of mine(and borrowed the whole 76 cards^^), for an medium(-)sized tournament. He went undefeated in the Swiss and lost in the Finals.

    MUs:
    2-0 Sneak Attack
    2-0 Belcher
    2-0 Canadian Threshold (me XD)
    2-0 Dredge
    ID High Tide

    Top8
    0-2 Esperblade

    This was the list, if anybody is interested, it features some Trinket Mage Toolbox which was awesom all day. He even started against an unknown opponent with T1 Relic, go. The opponent turned out to be Dredge. I am really tempted to pick this deck up once again, probably with the list I chose for him.
    //Lands
    4 Tundra
    3 Volcanic Island
    2 Plains
    4 Island
    1 Mountain
    4 Flooded Strand
    4 Scalding Tarn
    1 Karakas
    //Spells
    4 Brainstorm
    4 Force of Will
    2 Counterspell
    4 Sensei's Divining Top
    4 Jace, the Mind Sculptor
    1 Vendilion Clique
    3 Terminus
    2 Entreat the Angels
    4 Swords to Plowshares
    1 Trinket Mage
    1 Relic of Progenitus
    1 Engineered Explosives
    2 Snapcaster Mage
    1 Supreme Verdict
    2 Spell Pierce
    2 Counterbalance
    //Sideboard
    1 Supreme Verdict
    2 Red Elemental Blast
    2 Sulfur Elemental
    2 Flusterstorm
    1 Vendilion Clique
    2 Surgical Extraction
    1 Relic of Progenitus
    1 Pithing Needle
    2 Peacekeeper
    1 Engineered Explosives

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  4. #1324
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    Re: [DTB] Miracle Control

    "awesome all day" - I fail to see how featuring a singleton T. Mage could have a relevant impact.
    I do see some potential in a StoneBLade list but beyond that the meek 2/2 body makes it an overcosted tutor imo.

  5. #1325

    Re: [DTB] Miracle Control

    First post here, hi! Some thoughts on the RIP version of the deck.

    Some of my group started playing Legacy, and I picked up the UW Miracles / RIP deck.

    I'm wondering if the RIP combo is actually worth the slots, or if going to a more hybrid build is more worthwhile.

    Until RUG decks adapt, a resolved RIP / Energy Field tends to be game. Against this deck I tend to not want any non-basics. To the point of cutting the Tundras. What do you all think of that idea? Does it make Land Tax a more viable option with more basics?

    I tested a Scroll Rack in place of a Sensei's Diving Top, and liked it for finding lands with an Energy Field in play, but seemed very slow to me. I think it gains an extreme amount of value with a Land Tax.

    For reference, I am running Caleb's 3rd place list -1 Rest In Peace -1 Sensei's Diving Top +1 Scroll Rack +1 Enlightened Tutor.

    Think I'm gonna sleeve up the hybrid next and see how that goes.

  6. #1326

    Re: [DTB] Miracle Control

    Quote Originally Posted by Dimh View Post
    Until RUG decks adapt, a resolved RIP / Energy Field tends to be game. Against this deck I tend to not want any non-basics. To the point of cutting the Tundras. What do you all think of that idea? Does it make Land Tax a more viable option with more basics?
    Cutting all of the Tundra is definetely wrong because it makes your manabase less stable because the deck needs a lot of specifica mana during the first few turns of the game: and on turn 1 (be it Pierce, StP or Brainstorm to hide things from discard) and then next turn (if you StP'd first turn, it's impossibile to do with basics only) and then on turn 4.
    Playing Supreme Verdict is already hard enough with Tundra, without it it becomes a nightmare.
    Quote Originally Posted by Dimh View Post
    I tested a Scroll Rack in place of a Sensei's Diving Top, and liked it for finding lands with an Energy Field in play, but seemed very slow to me. I think it gains an extreme amount of value with a Land Tax.

    For reference, I am running Caleb's 3rd place list -1 Rest In Peace -1 Sensei's Diving Top +1 Scroll Rack +1 Enlightened Tutor.
    Land Tax would need a completely different setup that left no space to the RiP/Field softlock since you'd need to tune the deck with Daze, Oboro and similar cards to take advantage of it.

    The swaps you did make little sense, because Divining Top is there to help against tempo strategy since it costs only 1 and evades easily Pierce and Daze while letting you find additional lands, it also let you win the topdeck war against decks playing heavy discard (see Junk, BW and the like) and lets you keep the answers to combo on top to keep them safe from discard so you can swap and draw that Pierce/Flusterstorm/Force when needed.

    Scroll Rack does a completely different job, it recycles useless cards in your hand and is good ONLY with Land Tax in play and active since you net 3 cards a pop, but it totally sucks big time against tempo because it's a 2 mana spell that you need to play at 3 or 4 to keep it safe from Pierce and Daze, it sucks against heavy discard because with an empty hand you have nothing to put on top to draw and it's also bad against combo because they can hit your hate with discard.

    In a different deck I could see Scroll Rack being good (Loam, Land Tax focused deck), just not in this one.
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  7. #1327

    Re: [DTB] Miracle Control

    Quote Originally Posted by Jiaozy View Post
    Cutting all of the Tundra is definetely wrong because it makes your manabase less stable because the deck needs a lot of specifica mana during the first few turns of the game: and on turn 1 (be it Pierce, StP or Brainstorm to hide things from discard) and then next turn (if you StP'd first turn, it's impossibile to do with basics only) and then on turn 4.
    Playing Supreme Verdict is already hard enough with Tundra, without it it becomes a nightmare.Land Tax would need a completely different setup that left no space to the RiP/Field softlock since you'd need to tune the deck with Daze, Oboro and similar cards to take advantage of it.

    The swaps you did make little sense, because Divining Top is there to help against tempo strategy since it costs only 1 and evades easily Pierce and Daze while letting you find additional lands, it also let you win the topdeck war against decks playing heavy discard (see Junk, BW and the like) and lets you keep the answers to combo on top to keep them safe from discard so you can swap and draw that Pierce/Flusterstorm/Force when needed.

    Scroll Rack does a completely different job, it recycles useless cards in your hand and is good ONLY with Land Tax in play and active since you net 3 cards a pop, but it totally sucks big time against tempo because it's a 2 mana spell that you need to play at 3 or 4 to keep it safe from Pierce and Daze, it sucks against heavy discard because with an empty hand you have nothing to put on top to draw and it's also bad against combo because they can hit your hate with discard.

    In a different deck I could see Scroll Rack being good (Loam, Land Tax focused deck), just not in this one.
    Makes sense, I wasn't overly impressed with Scroll Rack, just wanted to get the feel for it.

    Maybe it's because the majority of the games were against Wasteland decks, but I just never wanted to be vulnerable to Wasteland with Energy Field in my deck.

  8. #1328
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    Re: [DTB] Miracle Control

    There's plenty of other events that will lead to Energy Field being removed: fetching, countering, getting countered, something being destroyed, etc.

    In general, Energy Field is just bad (in that it's short-lived) against most decks without RiP in play.

  9. #1329
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    Re: [DTB] Miracle Control

    I finally write some kind of report about my Top8 at Brazilian National Legacy Championship playing UWr Miracle list.. if anyone is interested enought here is the link: http://www.mtgthesource.com/forums/s...457#post687457
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  10. #1330
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Dimh View Post
    Until RUG decks adapt, a resolved RIP / Energy Field tends to be game. Against this deck I tend to not want any non-basics. To the point of cutting the Tundras. What do you all think of that idea? Does it make Land Tax a more viable option with more basics?
    RUG decks have started to play EE in the main or SB. It can get rid RiP, Energy Field and Counterbalance all at the same time and can evade Counterbalance triggers if played for the right cost (3 or more).

    If you have RiP, you don't care about Wastelands. If you don't have RiP, as my and other previous comments suggest, Energy Field is of limited use and usually doesn't last long except maybe against other UW control decks.

    RiP is the main card here, Energy Field is just topping and is far from a lock against most decks. Against RUG, RiP alone nullifies most of their creatures (unless they Stifle its ETB effect): Goyfs are 0/1, Gooses stay 1/1, only Delvers can get fat.

    In fact, I'm seriously considering dropping the Energy Field altogether. It's so fragile once the RiP is removed, it just begs to be a 2 for 1'd.

  11. #1331

    Re: [DTB] Miracle Control

    Hi, I'm brewing a miracleblade list and I'd like to know your suggestions for improvement. Here is the list:

    Creatures:5
    2 Snapcaster Mage
    3 Stoneforge Mystic

    Spells:33
    2 Engineered Explosives
    4 Brainstorm
    4 Sensei's Divining Top
    3 Spell Pierce
    4 Swords to Plowshares
    3 Counterspell
    1 Detention Sphere
    2 Entreat the Angels
    3 Jace, the Mind Sculptor
    1 Batterskull
    3 Force of Will
    3 Terminus

    Lands:22
    1 Academy Ruins
    1 Arid Mesa
    4 Flooded Strand
    5 Island
    1 Karakas
    2 Plains
    3 Scalding Tarn
    3 Tundra
    2 Volcanic Island

    Sideboard:15

    vs Combo and control

    1 Pyroblast
    1 Red Elemental Blast
    1 Spell Pierce
    1 Vendilion Clique
    1 Force of Will

    vs Graveyard based decks

    3 Rest in Peace
    1 Tormod's Crypt

    Generic Hate (creatures, burn, canadian)

    3 Timely reinforcements
    2 Blood Moon
    1 Moat

    Thanks for your help!

  12. #1332
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    Re: [DTB] Miracle Control

    I've cut the red splash because I just wasn't getting much out of the red blasts and I wanted to play some Mishra's, so now I'm just UW.

    Instead of re-adding Glacial Fortress, I've been trying Mystic Gate and while I can't say it's been decisive either way, so far I like it.

    Unlike Fortress, it's a little more useful in non-Choke scenarios, since between Entreat, Jace, Counterspell, and Clique, there are a number of double-colored spells (more than Stoneblade tended to play). Mystic Gate can work well with fetching otherwise off-color basics.

    Of course each has its strengths and weaknesses under different scenarios, so the question is which scenarios come up more often with the deck. So far, I'm finding Mystic Gate to have a slight edge there.

  13. #1333

    Re: [DTB] Miracle Control

    So i was wondering if any of you guys had tech versus the goblins matchup for a strictly UW build. From my testing, its a pretty damn miserable matchup even when I'm running 4x SFM, skull, jitte and 4 terminus's out of the board. I'm thinking humility might help, but its a bit of a long shot since its such a high cc.

  14. #1334
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    Re: [DTB] Miracle Control

    RIP + Field stops them cold game1. Postboard, they only have what? Only a few pyroblasts in most builds.

  15. #1335
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    Re: [DTB] Miracle Control

    Quote Originally Posted by somethingdotdotdot View Post
    So i was wondering if any of you guys had tech versus the goblins matchup for a strictly UW build. From my testing, its a pretty damn miserable matchup even when I'm running 4x SFM, skull, jitte and 4 terminus's out of the board. I'm thinking humility might help, but its a bit of a long shot since its such a high cc.
    Might be useful if you are interested in this matchup:

    http://www.starcitygames.com/magic/s...-Miracles.html

  16. #1336
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    Re: [DTB] Miracle Control

    These are all useful against Goblins:

    Humility
    Supreme Verdict
    RiP+Energy Field
    Batterskull/Jitte
    Ghostly Prison

  17. #1337
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    Re: [DTB] Miracle Control

    Quote Originally Posted by matunos View Post
    These are all useful against Goblins:

    Humility
    Supreme Verdict
    RiP+Energy Field
    Batterskull/Jitte
    Ghostly Prison
    Needs more Moat.

    -Matt

  18. #1338
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    Re: [DTB] Miracle Control

    But...the Moats!

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  19. #1339

    Re: [DTB] Miracle Control

    I REALLY want to play my moat actually. But, theyre too anti-synergistic with the rest of the deck (sfm, mishras) for me to run them. Theyd definitely go in if I were playing a strict miracles list rather than miracle blade

  20. #1340
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    Re: [DTB] Miracle Control

    Is mising a Moat enough to be worth it or would you need to make room for Enlightened Tutor as well?

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