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Thread: Miracle Control

  1. #3801
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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.

  2. #3802

    Re: [DTB] Miracle Control

    another very good /1 white creature.

    thank you, Sulfur Elemental

  3. #3803

    Re: [DTB] Miracle Control

    What do u think about true name in this deck?


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  4. #3804

    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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  5. #3805

    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

  6. #3806

    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

  7. #3807

    Re: [DTB] Miracle Control

    Quote Originally Posted by twndomn View Post
    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.

  8. #3808
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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

  9. #3809
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    Re: [DTB] Miracle Control

    Quote Originally Posted by klaus View Post
    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.

  10. #3810

    Re: [DTB] Miracle Control

    Quote Originally Posted by twndomn View Post
    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."

  11. #3811
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    Re: [DTB] Miracle Control

    Quote Originally Posted by alphastryk View Post
    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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  12. #3812
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Megadeus View Post
    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.

  13. #3813

    Re: [DTB] Miracle Control

    Quote Originally Posted by alphastryk View Post
    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.

  14. #3814
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    Re: [DTB] Miracle Control

    Hello,

    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

  15. #3815
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    Re: [DTB] Miracle Control

    Quote Originally Posted by useL View Post
    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.

  16. #3816
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    Re: [DTB] Miracle Control

    Quote Originally Posted by alphastryk View Post
    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.

  17. #3817
    Say no to creatures.

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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
    Last edited by Higgs; 01-23-2014 at 08:16 AM.
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  18. #3818
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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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  19. #3819

    Re: [DTB] Miracle Control

    just more Toxic Deluge/Zealous Persecution MD. I suppose

  20. #3820
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    Re: [DTB] Miracle Control

    Quote Originally Posted by YamiJoey View Post
    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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