I agree with Klaus. Play another Entreat OR I really like Keranos in the board lately. It is like Entreat but easier to set and against some decks it is the game as they have no way how to remove it. Speed the toping as well. Good luck!
In terms of mass removal, usually Supreme Verdict is the next choice after Terminus. However, Since you will want to board those in against Vial decks like Goblin and D&T, these decks also run Rishadan Port. They tend to Port down your White sources, not to mention Thalia. Hence, if you can just put down a fetch land, break it for Volcanic/Mountain and then proceed to sweep the board. That's much easier to use. This plan is only worse against Merfolk, since Verdict cannot be countered and Merfolk doesn't run Port.
Here's some things I picked up. Sorry if they sound basic, but I didn't actually implement these techniques as soon as I probably should have and I notice many people don't either. As such I felt they might be worth mentioning.
1) Know when you've won the game. If you have a bunch of angels/Jace ticking up on an empty board you don't need to take forever by topping/etc. before you just win.
2) Pay attention to the clock. You have to play differently under time pressures if you want to play for wins. I had a game against UWR delver once where I had little time left and finished a game (including the first shuffle) in 7 minutes, using Jace as my win-condition. Obviously this can't happen all the time, but because I adjusted my playstyle I was able to get this quick victory. The downside to this is that it's much easier to make mistakes this way, but if you're not a fast player already sometimes you really just have to push yourself to go for those wins.
3) Bring a sideboarding list with you to a tournament. You are able to use notes while sideboarding, so there is no reason to. It saves you mental energy, time and makes sure you're making the best sideboarding strategies as possible most of the time. I see very few people employ this technique, but it makes life so much easier.
4) Don't cut your opponent's deck all the time. When I'm low on time I just tap my opponent's deck/let them know I don't need to cut it. This might not save a ton of time, but a few seconds here and there can mean the difference of multiple turns when it comes down to time. (Also, don't pile shuffle.)
5) Take time when it really matters. You won't be able to make the perfect play all the time, so be content with just making good plays as much as possible. Don't stress about every single choice. However, sometimes you're backed against a corner. In these situations you can spend extra time if you absolutely need it to figure out how not to lose. This has happened to me many times where I have to make a crucial decision in a losing game in order to not lose, and taking this extra time has helped me. (Perhaps the opposite of a save time suggestion, but again remember to just try to identify what things are important and what aren't.)
Hopefully some of these help you. As I said in #4, these things might not fix all your woes. However, when going down to time even seconds can be the difference between you getting multiple turns farther in a game that's gone to time, which is very relevant.
As a non-miracles player I'd assume Pyroclasm also helps with goofy board states when dealing with Teeg-decks as well. They usually involve getting Teeg + [Mom, Mage, or SoLaS] so being able to pick him off while being a wipe is nice. I'd assume this is part of the utility for CJ as well (though they both have a lot of other application.)
But for the occasional Junk/Mav style deck I'd say having CJ and/or Pyro can be of use.
From the Magic tournament rules:
The key thing is that you don't refer to outside nodes while in a game. The REL here does not matter.Originally Posted by 2.11 - Taking Notes
You have to use paper. I have an excel spreadsheet I attached below that I make for all my decks. It adds the card quantities to make things a bit easier.
I find I only reference it when I just start playing a deck, but aside from making sideboarding quicker at first, the biggest advantage is being able to analyze your sideboard decisions across all matchups. You get to see how often you're actually using your cards.
EDIT: Apparently you can't post attachments on this site anymore.
Hello all,
Long-time lurker, first-time poster.
I picked up Miracles not long ago, and I'm wondering if anyone here has tried out a black splash instead of the standard red splash. So far I have found it to have several advantages, and am curious to know if any veteran Miracles pilots have tested this.
For reference:
Esper Miracles
4-Flooded Strand
4-Polluted Delta
2-Marsh Flats
3-Tundra
2-Underground Sea
1-Karakas
4-Island
1-Plains
4-Brainstorm
4-Ponder
4-Sensei's Divining Top
3-Snapcaster Mage
3-Jace, the Mind Sculptor
2-Entreat the Angels
4-Swords to Plowshares
2-Innocent Blood
4-Terminus
2-Counterspell
3-Counterbalance
4-Force of Will
SB:
3-Duress
4-Oblivion Ring (To deal with troublesome non-creature permanents. Also, plenty of Show &Tell strategies currently in my meta...)
2-Rest in Peace
2-Flusterstorm
2-Engineered Explosives
2-Vendilion Clique
First and foremost, I should mention that I have found Council's Judgment to be quite unsatisfactory (aka: usually just countered (often by Spell Pierce or Daze) by Delver/True-Name Nemesis based decks, usually too mana intensive against Thalia based decks, etc.).
This led me to try out the black splash for Innocent Blood in it's place...and so far it's been a _lot_ better at doing what I wanted Council's Judgment to do (namely, get rid of True-Name Nemesis, plus handle other "must deal with" creatures such as Delvers, Deathrite Shaman, Thalia, etc. in a timely manner).
Second, I have found Duress in the sideboard to be a sufficient-and quite often superior-replacement for Pyroblast/Red Elemental Blast. While it may seem odd to have a card like this in a deck as slow as Miracles, in practice I have found that it often disrupts just enough to enable me to set up the Countertop lock (typically by taking an Abrupt Decay, Force of Will, or Spell Pierce in my opponents hand)...which usually results in eventually winning the game. Other uses so far have been taking a Show and Tell the turn before my opponent casts it with counterspell protection using Boseiju who Shelters All, proactively dealing with an otherwise problematic Liliana of the Veil, sufficiently slowing down Storm by removing a tutor from their hand, etc...none of which REB/Pyroblast could have done.
In return, I sometimes have a dead Duress in my hand late game, and on occasion I have had a troublesome permanent hit the board that Innocent Blood cannot deal with (Liliana, Nether Spirit, etc.)...but so far the advantages have seemed to outweigh the disadvantages.
Curious to hear your thoughts!
The black splash has been brought up before, and I still think it has potential. Lim-Dul's Vault seems like too strong of a card to only reside as a one of in some versions of Storm. Obviously it finds miracles, but it could also help find high impact singletons out of the board and/or the Helm/RIP combo. I'd shave an Entreat and Counterbalance for two in the main.
Why would you run o-ring over council's judgment? Are you that worried about double white?
Also, do you really need 6 one mana removal spells? I find that just 4 plows is usually more than i need. I realize that you want innocent blood for true-name and shroud/hexproof creatures, but i would probably cut a few plows in that case.
I really want to know why still some guys think that Oblivion Ring is "good" against Sneakshow. Yeah if they're super retarded and put Emrakul over Griselbrand into play it's definetely good. But if they bring Sneak Attack or Griselbrand, Oblivion Ring does almost nothing.
I'll add that plow has lost a bit of value because TNN, and Innocent Blood is a bit of a better answer to it. However, one thing the Miracles deck LACKS (Yes, lacks) is Spot Removal. (Generally you only have 4 pieces MD, plus some number of snapcaster mages). This lack of spot removal actually makes Innocent Blood worse, as long as your opponent has any other creature on the board besides the one you want to kill. Being said, it's perfectly fine on the "all in" decks that are only playing one fatty at a time and tunes well to Miracle's "don't overextend or I'll kill you" vibe.
I agree. Oblivion Ring is pretty bad here. They're going to get their value out of GB regardless of whether they hit you, and if it's Sneak Attack and they have open mana you're still dead. Your plan vs Sneak & Show should always be to keep fatties off the board, and if a Show and Tell needs to resolve I really think your best option is something like Pithing Needle. Oblivion Ring also fills the same slot as Council's Judgement, but it's not quite as effective, and would rather the latter.
They banned Top, so now I play Grixis Delver.
First part of my (primer)-article series for SCG is out. Let me know what you think, but please do me a favor and comment on their site aswell, as I might be able to write more if the responses are plentiful and good! Thanks guys!
Greetings
You seem very focused on TNN. Honestly, i was worried about that when i picked the deck up. But after just 1 match against it, i realized that it is not very good against miracles. Because of one fact: It dies to terminus.
In any match up where the opponent plays with powerful aggressive creatures like TNN, i dig for terminus ASAP.
I don't consider TNN to be good against miracles.
Also, regarding spot removal: I do not think it is all that good really. There are so many card advantageous creatures in legacy, spot removal is so often a poor trade. There are certainly situations where plow is very good, turn 1 delver/lackey... turn 2 goyf/confidant. But i don't think this deck needs more than 4 spot removal cards because it can answer so many threats with the miracle cards. The spot removal is there only to buy time to dig for the miracle cards (Or set up a lock). I would also add that i think lightning bolt is a better secondary spot removal card than innocent blood, since it deals with planeswalkers (particularly in conjunction with snappers and cliques) and does not get hosed by tokens and/or other weaker creatures.
Regarding oblivion ring: There is almost nothing it does better than council's judgment. It is an enchantment, which has its upsides and downsides, it costs a single white rather than two. IMHO This does not at all make up for the fact that it gets killed by abrupt decay.
I am no expert on this deck yet, but your card choices seems less than optimal to me.
Wow, the decklist you post at the end is *SO* close to what i am going to play next time i get the chance:
Mana: 21
4 Flooded strand
4 Scalding tarn
2 Arid mesa
2 Tundra
1 Volcanic island
3 Plains
1 Mountain
4 Island
Creatures: 3
3 Snapcaster mage
Spells: 25
4 Force of will
4 Terminus
4 Brainstorm
4 Ponder
2 Counterspell
2 Swords to plowshares
2 Entreat the angels
1 Lightning bolt (I feel like 1 bolt over 1 plow makes the deck much better against planeswalkers, without making it weaker against strong early plays like lackey/delver)
1 Council's judgement
1 Super awesome mystery card - okay, probably the 3rd plow :D
Other: 11
4 Counterbalance
4 Sensei's top
3 Jace, TMS
I am not certain of the sideboard yet: I don't like all these efficient 1-for-1 trades, i would rather have powerful hosers.
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