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Thread: Miracle Control

  1. #6861

    Re: [DTB] Miracle Control

    Quote Originally Posted by strom View Post
    1) Elves:

    -3 Jace
    + 1 EE
    + 1 Supreme Verdict
    + 1 Disenchant

    I don't see how this is a MU one should take out Jace. Once you take out All the Jace, doesn't Miracle cards get clunkier? I would -1 CJ, -1 Plains

    2) Jund:

    - 4 FoW
    -4 Counterbalance
    + 1 EE
    + 1 Disenchant (vs Library)
    + 2 Clique (vs Liliana)
    + 1 Flusterstorm (vs early hand disruption)
    + 1 Relic of P. (vs P. fire)
    + 1 Supreme Verdict (not sure, if this is correct)
    + 1 Counterspell

    Doubt 1 Flusterstorm would make a difference, it can't counter Liliana or Choke. CB is your best option against PFire and cascade when game gets long. Against BUG Delver, you want to take out CB, this MU I prefer overloading enchantment approach.

    5) Painter

    -??
    + 1 EE
    + 1 Disenchant
    + 3 Clique

    Not sure what the point of running Clique is. I rather put in Blue blast effect. This MU is hard in that they have lots of Red Blast effect, grindstone messes with our top 3 cards of library, and of course Blood Moon effect. I would consider take out maybe a Jace.

    6) Maverick

    - 4 FoW
    + 1 Supreme Verdict
    + 1 EE
    + 1 Disenchant
    + 1 Relic of P.

    Questions: Would you bring in Clique to get rid of things like Batterskull? If so, what else to cut from the mb?

    When you board like this, you better make sure you are not Teeg-locked. Yes I would bring in Clique, don't think we need Relic.

    8) Infect

    -??
    -??
    + 1 EE
    + 1 Disenchant
    + 3 Clique
    + 3 Flusterstorm

    Questions: I want to bring in these 8 cards, but which cards should leave the mb? Terminus, FoW and Swords have to stay. Counterbalance is not bad either…

    This is a MU I would cut a number of Jace, you need to all the resource early game to deter Infect so you can get to mid game.
    I skipped some MU because they are self explanatory.

  2. #6862

    Re: [DTB] Miracle Control

    Quote Originally Posted by twndomn View Post
    Quote Originally Posted by strom
    1) Elves:

    -3 Jace
    + 1 EE
    + 1 Supreme Verdict
    + 1 Disenchant
    I don't see how this is a MU one should take out Jace. Once you take out All the Jace, doesn't Miracle cards get clunkier? I would -1 CJ, -1 Plains
    Not necessarily. The idea is that Jace is weak to Elves because they're a bunch-of-dudes deck that can constantly apply 1 to 2 points of pressure on Jace. Sure we can keep digging for removal to keep JTMS alive, but their deck has way more many dudes than we have actual answers. So we'll kill a few, and then more will come. And this repeats until we're out of removal. Keeping Jace alive is an unsustainable plan in the long run. I think Jace is good for finding secondary copies of Counterbalance, but in the face of Abrupt Decay and SDT-hate, that plan isn't as reliable. Also, JTMS doesn't help us stabilize as much as any of the other cards in the deck (minus Plains, I guess), so I'd rather be taking out JTMS instead of Council's Judgment. Is my logic sound?

  3. #6863
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    Re: [DTB] Miracle Control

    I personally like Jace, due to the fact that he makes it much easier to find Terminus.

    I don't plan on him winning me the game, just stabilizing. He is usually better at that than a single copy of Council's Judgement and without a question better than (at least) 1 plains.

    On a unrelated note: What tokens do you use and what basic lands do you use?

  4. #6864

    Re: [DTB] Miracle Control

    Playtested against merfolk a lot this week. Tested agains the best shell against us: 4 standstill and 4 chalice main deck.

    I am using 4 ponder list with this side:
    2x peacekeeper
    1x supreme verdict
    1x Engineered explosives
    3x Reb effect
    1x counterspell
    1x spell pierce
    2x fluster
    1x blood moon
    3x vendilion

    Game 1 (30%-70%) played 10 games
    First game is VERY hard. The best plan I found is NOT counter aether vial and keep our FOW to ensure your entreat resolve fast. A fast Entreat is our only out in the first game.

    Game 2 (60%-40%) played 20 games
    They are playing the unfair game to lock us: Vial + Chalice + Standill + Counters. My plan A is ensuring peacekeeper. Plan B is slow down the game and resolve an entreat

    Sideboarding:
    +2 peacekeeper
    +1 supreme
    +1 engineer explosives
    +1 spell pierce
    +3 reb +1counterspell
    -4 counterbalance (useless)
    -4 ponder (they have 4 chalice)
    -1 jace (die very easy)

    Suggestions:
    1. Do not FOW aether vial. Keep it to resolve peacekeeper, terminus and entreat. Counterspell or spell pierce is OK if you have more counters in hand
    2. Keep your life as HI as possible. Do not hesitate using swords against a turn2 silvergil. Merfolks can easy deal 8-10 unblockable damage in a single turn, so you cannot afford any damage. Games usualy ends with you at very low life. (same goes to fetchlands)
    3. Peacekeeper is much better than ensnaring bridge. Moat is even better but i don;t use it ;) I preffer peacekeeper cause they are useful against infect, sneak attack and reanimator.
    Last edited by order; 02-11-2015 at 02:29 PM.

  5. #6865

    Re: [DTB] Miracle Control

    Quote Originally Posted by AnziD View Post
    Not necessarily. The idea is that Jace is weak to Elves because they're a bunch-of-dudes deck that can constantly apply 1 to 2 points of pressure on Jace. Sure we can keep digging for removal to keep JTMS alive, but their deck has way more many dudes than we have actual answers. So we'll kill a few, and then more will come. And this repeats until we're out of removal. Keeping Jace alive is an unsustainable plan in the long run. I think Jace is good for finding secondary copies of Counterbalance, but in the face of Abrupt Decay and SDT-hate, that plan isn't as reliable. Also, JTMS doesn't help us stabilize as much as any of the other cards in the deck (minus Plains, I guess), so I'd rather be taking out JTMS instead of Council's Judgment. Is my logic sound?
    Taking out one Jace is definitely fine, but the original post meant to take out all the Jace. I would prefer to leave 1 Jace in at the least. The point is not to keep Jace alive, the point is to find mass removal using Jace or put clunky Miracles cards back. For example, Reid Duke would have died many turns ago if he didn't use Jace-bounce and/or Jace-brainstorm in that PC game.

  6. #6866
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    exallium's Avatar
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    Re: [DTB] Miracle Control

    Quote Originally Posted by twndomn View Post
    Taking out one Jace is definitely fine, but the original post meant to take out all the Jace. I would prefer to leave 1 Jace in at the least. The point is not to keep Jace alive, the point is to find mass removal using Jace or put clunky Miracles cards back. For example, Reid Duke would have died many turns ago if he didn't use Jace-bounce and/or Jace-brainstorm in that PC game.
    Following up a Terminus with a Jace can be huge as well. If you can manage to stave off Glimpse / NO and get the elves player into topdeck mode, Jace is game over. A lot of times I find that Glimpse and NO isn't even game plan #1 post board, they'd rather play it safe and push small chunks of damage through early and often.

    In this respect, you can misrepresent Jace as a looming threat, and try to prod your opponent into overcommitting to the board. Use Jacestorm to find more ways to clear off the table, rinse, and repeat. Not to say Jace isn't a threat, he definitely is, but if you can push your opponent towards dealing with it NOW rather than LATER, you can certainly press that advantage. A dryad arbor off a fetch can't kill jace, as a single +2 more than puts him out of range for this line.
    They banned Top, so now I play Grixis Delver.

  7. #6867

    Re: [DTB] Miracle Control

    Quote Originally Posted by Quasim0ff View Post
    I personally like Jace, due to the fact that he makes it much easier to find Terminus.

    I don't plan on him winning me the game, just stabilizing. He is usually better at that than a single copy of Council's Judgement and without a question better than (at least) 1 plains.

    On a unrelated note: What tokens do you use and what basic lands do you use?
    That's a fair reason. I think in Ein's list though, because we're on 4 Ponder, that finding Terminus without Jace is easy enough. Additionally, the removal that would be taking Jace's spot can also effectively "buy us a draw", giving us more time to find Terminus.

    RE: Council's Judgment - I think it provides a lot to the matchup because it stops cards like Null Rod, Choke, and Pithing Needle, while also potentially being creature removal.

    Quote Originally Posted by twndomn View Post
    Taking out one Jace is definitely fine, but the original post meant to take out all the Jace. I would prefer to leave 1 Jace in at the least. The point is not to keep Jace alive, the point is to find mass removal using Jace or put clunky Miracles cards back. For example, Reid Duke would have died many turns ago if he didn't use Jace-bounce and/or Jace-brainstorm in that PC game.
    I can get down behind leaving in 1 Jace over Plains. Should we be worried about 19 lands against Elves?

  8. #6868

    Re: [DTB] Miracle Control

    Hey everybody, i'm a long time lurker and i wrote a couple of posts here and there, i've been working on sideboard plans recently and i'd like to post here where i am with that work atm so if you have any suggestions you can post that here.
    I'm testing this decklist now:

    21 lands
    4 Flooded Strand
    4 Misty Rainforest
    2 Arid Mesa
    3 Tundra
    2 Volcanic Island
    4 Island
    2 Plains

    36 other spells
    4 Brainstorm
    4 Ponder
    2 Dig Through Time
    4 Sensei's Divining Top
    4 Counterbalance
    4 Swords to Plowshares
    4 Terminus
    2 Entreat the Angels
    2 Jace, the Mind Sculptor
    4 Force of Will
    1 Counterspell
    1 Council's Judgment

    3 creatures
    3 Snapcaster Mage

    SB: 1 Counterspell
    SB: 1 Council's Judgment
    SB: 3 Vendilion Clique
    SB: 3 Flusterstorm
    SB: 1 Disenchant
    SB: 1 Engineered Explosives
    SB: 2 Red Elemental Blast
    SB: 1 Pyroblast
    SB: 2 Rest in Peace

    Here we go with the sideboarding plans:
    Ant: 8
    Out
    1 Swords to plowshares / Council’s Judgment
    2 Entreat the Angels
    4 Terminus
    1 Jace
    In
    3 Flusterstorm
    1 Engineered Explosives
    3 Vendilion Clique
    1 Counterspell
    Swords to plowshares stays in so we can have an answer to Xantid Swarm, Dark confidant and co. If they have Young Pyromancer i'll keep Terminus in instead.

    Burn: 6
    Out
    2 Dig Through Times
    2 Jace, the Mind Sculptor
    1 Entreat the Angels
    1 Terminus
    In
    1 Counterspell
    2 Vendilion
    2 Fluster
    1 Disenchant

    Bug Nic Fit: 4 (Totally not sure on this one... any suggestions?)
    Out
    4 Counterbalance
    In
    2 Rest in Peace
    1 Counterspell
    1 Council's Judgement

    Canadian threshold / Rug Delver: 7 ( i guess i should cut 1x Dig for 1x more Flusterstorm or 1x Vendilion)
    Out
    4 Force of Will
    1 Counterspell
    2 Jace
    In
    2 Rest in Peace
    2 Flusterstorm
    1 Council's Judgement
    1 Engineered Explosives
    1 Disenchant
    Disenchant enters here for Sulfuric Vortex, Null Rod, Pithing Needle..

    Death and Taxes: 5
    Out
    1 Force
    4 Counterbalance
    In
    1 Explosives
    1 Disenchant
    2 Vendilion/ 1 Vendilion 1 Judgment
    Not so sure here, Vendilion vs. a deck with 3x Karakas rarely attacks or blocks, Judgment vs. Ports, Thalias etc, seems a little too heavy

    Deathblade : 8
    Out
    4 Force
    4 Counterbalance
    In
    2 Reb
    1 Pyroblast
    1 Disenchant
    1 Council's Judgement
    1 Engineered Explosives
    1 Counterspell
    1 Vendilion

    Dredge: 8
    Out
    4 Counterbalance
    1 Council's Judgement
    2 Jace, the Mind Sculptor
    1 Dig Through Times
    In
    2 Rest in Peace
    3 Flusterstorm
    1 Engineered Explosives
    2 Vendilion Clique

    Elves! : 3
    Out
    1 Council's Judgement
    2 Jace, the Mind Sculptor
    In
    1 Vendilion Clique
    1 Engineered Explosives
    1 Counterspell
    This one's up in the air, i guess it's right to board 1x Disenchant or at least 1x Judgment for taking care of Choke, Library, Needles, Null Rod, but i totally don't know what to cut

    Esper blade : 8
    Out
    4 Force
    4 Stp
    In
    2 Reb
    1 Pyroblast
    1 Disenchant
    1 Counterspell
    1 Esplosivi
    1 Council's Judgement
    1 Vendilion Clique

    Goblins: 5
    Out
    4 Counterbalance
    1 Counterspell
    In
    1 Engineered Explosives
    2 Vendilion Clique
    1 Disenchant
    1 Council’s Judgment
    Vendilion here enters for removing Ringleaders from their hand

    Infect: 6 ( any suggestions here?)
    Out
    2 Jace
    1 Counterspell
    1 Council’s Judgment
    2 Entreat the Angels
    In
    3 Vendilion
    2 Flusterstorm
    1 Disenchant

    Jund: 9
    Out
    4 Force of Will
    1 Jace/ 1 Dig
    4 Counterbalance
    In
    2 Rest in Peace
    1 Council's Judgement
    1 Engineered Explosives
    1 Disenchant
    1 Counterspell
    3 Vendilion Clique

    Jund Nic Fit: 3 ( This is way up in the air)
    Out
    1 Counterbalance
    2 Force of Will
    In
    2 Rest in Peace
    1 Council's Judgement
    I'd like to board in some Disenchants et similia

    Loam: 9
    Out
    4 Force of Will
    4 Terminus
    1 Dig Through Times
    In
    2 Rest in Peace
    1 Disenchant
    3 Vendilion Clique
    1 Engineered Explosives
    1 Council's Judgment
    1 Counterspell

    Maverick: 4
    Out
    4 Force of Will
    In
    1 Disenchant
    1 Council's Judgement
    1 Engineered Explosives
    1 Counterspell

    Merfolks : 7
    Out
    1 Force ?
    4 Counterbalance
    1 Counterspell
    1 Jace
    In
    1 Esplosivi
    2 Vendilion
    2 Reb
    1 Pyroblast
    1 Judgement

    Miracles : 11
    Out
    4 terminus
    4 spiga
    2 Entreat the Angels
    1 Plains
    In
    2 Reb
    1 Pyroblast
    3 Vendilion
    1 Counterspell
    2 Flusterstorm
    1 Engineered Explosives
    1 Council’s Judgment

    Mud: 5
    Out
    4 Counterbalance
    1 Entreat the angels?
    In
    2 Vendilion
    1 Disenchant
    1 Council's Judgement
    1 Counterspell

    Omnitell: 11
    Out
    4 Swords to Plowshares
    4 Terminus
    2 Entreat the Angels
    1 Plains
    In
    2 Red elemental Blast
    1 Pyroblast
    3 Flusterstorm
    1 Disenchant
    1 Counterspell
    3 Vendilion Clique

    Painters:Does anybody here have some experience?

    Patriot: 6
    Out
    4 Force of Will
    1 Jace, the Mind Sculptor
    1 Counterspell
    In
    1 Engineered Explosives
    1 Disenchant
    2 Pyroblast
    1 Council's Judgement

    Pox: 6
    Out
    4 Terminus
    2 Entreat
    In
    1 Disenchant
    1 Counterspell
    1 Judgement
    1 Esplosivo
    2 Vendilion Clique

    Reanimator: 9
    Out
    4 Swords to Plowshares
    4 Terminus
    1 Dig Through Times
    In
    3 Flusterstorm
    2 Rest in Peace
    1 Counterspell
    2 Pyroblast
    1 Red Elemental Blast

    Shardless Bug: 8
    Out
    4 Force of Will
    4 Counterbalance
    In
    2 Reb
    1 Pyroblast
    1 Engineered Explosives
    1 Counterspell
    1 Council's Judgement
    2 Vendilion

    Sneak and Show: 11
    Out
    4 Stp
    4 Terminus
    2 Entreat the Angels
    1 Plains
    In
    2 Reb
    1 Pyroblast
    3 Flusterstorm
    3 Vendilion Clique
    1 Disenchant
    1 Counterspell

    Team America: 8
    Out
    4 Force of Will
    4 Counterbalance
    In
    1 Engineered Explosives
    2 Flusterstorm
    1 Council's Judgement
    3 Vendilion
    1 Disenchant

    Tes: 8
    Out
    4 Swords to Plowshares
    1 Terminus
    1 Jace
    In
    2 Entreat the Angels
    1 Counterspell
    3 Flusterstorm
    1 Engineered Explosives
    3 Vendilion Clique

    UWr Stoneblade: 7
    Out
    4 Swords to Plowshares
    1 Plains
    2 Stp
    In
    2 Pyroblast
    1 Esplosivo
    1 Disenchant
    1 Council’s Judgment
    2 Vendilion Clique

    Thank you for any suggestion or critique

  9. #6869
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    exallium's Avatar
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Gros View Post
    Hey everybody, i'm a long time lurker and i wrote a couple of posts here and there, i've been working on sideboard plans recently and i'd like to post here where i am with that work atm so if you have any suggestions you can post that here.
    I'm testing this decklist now:

    Bug Nic Fit: 4 (Totally not sure on this one... any suggestions?)
    Out
    4 Counterbalance
    In
    2 Rest in Peace
    1 Counterspell
    1 Council's Judgement
    Red blast comes in vs. any deck you expect Jace from, IMO.
    Canadian threshold / Rug Delver: 7 ( i guess i should cut 1x Dig for 1x more Flusterstorm or 1x Vendilion)
    Out
    4 Force of Will
    1 Counterspell
    2 Jace
    In
    2 Rest in Peace
    2 Flusterstorm
    1 Council's Judgement
    1 Engineered Explosives
    1 Disenchant
    Disenchant enters here for Sulfuric Vortex, Null Rod, Pithing Needle..
    Vendilion Clique. Clique is great for baiting countermagic and killing geese
    Death and Taxes: 5
    Out
    1 Force
    4 Counterbalance
    In
    1 Explosives
    1 Disenchant
    2 Vendilion/ 1 Vendilion 1 Judgment
    Not so sure here, Vendilion vs. a deck with 3x Karakas rarely attacks or blocks, Judgment vs. Ports, Thalias etc, seems a little too heavy
    Clique is bad. Don't bother with it. Judgment is good, and so is counterspell, believe it or not.
    They banned Top, so now I play Grixis Delver.

  10. #6870
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Gros View Post

    Death and Taxes: 5
    Out
    1 Force
    4 Counterbalance
    In
    1 Explosives
    1 Disenchant
    2 Vendilion/ 1 Vendilion 1 Judgment
    Not so sure here, Vendilion vs. a deck with 3x Karakas rarely attacks or blocks, Judgment vs. Ports, Thalias etc, seems a little too heavy
    The DnT matches always go long, and you can expect cataclysm from them. Force and CSpell are good.

  11. #6871

    Re: [DTB] Miracle Control

    My 2 cents

    Quote Originally Posted by Gros View Post

    Burn: 6
    Out
    2 Dig Through Times
    2 Jace, the Mind Sculptor
    1 Entreat the Angels
    1 Terminus
    In
    1 Counterspell
    2 Vendilion
    2 Fluster
    1 Disenchant

    1. Don't like clique,she dies to everything.
    2. Burn players generaly try to next level us and remove all creatures.
    My strategy: -4 terminus + 1 counter + 3 fluster +1 disenchant



    [B]Canadian threshold / Rug Delver: 7
    Out
    4 Force of Will
    1 Counterspell
    2 Jace
    In
    2 Rest in Peace
    2 Flusterstorm
    1 Council's Judgement
    1 Engineered Explosives
    1 Disenchant

    1. Cliques are good blockers and eventually a finisher
    2. Entreat is hard to resolve due mana denial + stifle + counters
    Think our best plan is deploy counterbalance and win with jace.
    My strategy: -4fow -2entreat -1counterspell -1dig -1jace +2v.clique +2rip +3fluster +1council +1engineered



    Deathblade : 8
    Out
    4 Force
    4 Counterbalance
    In
    2 Reb
    1 Pyroblast
    1 Disenchant
    1 Council's Judgement
    1 Engineered Explosives
    1 Counterspell
    1 Vendilion

    - I keep all counterbalances. They usually runs only 2 abrupt decay
    - Removals are not that good here. We can cut some
    - love clique in this mach. They usualy don't use plowshares in g2
    My strategy: -2terminus -1plowshares -4fow -1ponder +3rebs +1council +1engExp 1counterpell +2v.clique




    Thank you for any suggestion or critique

  12. #6872
    Site Contributor
    Quasim0ff's Avatar
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    Re: [DTB] Miracle Control

    Quote Originally Posted by order View Post
    My 2 cents
    Vs Burn:

    Everything that makes their combo (20->0) less reliable is good. You can get 1 (or perhaps 2) burn spells for 1 spell, which is very good.

  13. #6873

    Re: [DTB] Miracle Control

    @order Vendilion vs. Burn is needed to kill our opponent, we protect it with cb(without cb top we cannot survive against burn) Terminus stays in vs eidolon
    I'm scared about your plan vs. RugDelver only 3 wincons and 2 dies to bolt all 3 dies to reb
    Keeping Cbs vs. New lists decay light might be right, however this Sb plan is almost the Ein's one

    @exallium which changes would you make to fit in Cliques against RugDelver?

    @Quasimoff ok so i will not board in Cliques vs. D&T and I'll keep all 4 FoWs boarding in counterspell and Judgment too

  14. #6874
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    Re: [DTB] Miracle Control

    Under most circumstances, you beat rug by stabilizing and resolving cb+top, entreat is risky as they can sandbag stifle and blow you out while jace digs for cb/top and keeps you ahead
    Quote Originally Posted by iatee View Post
    I still have a strong suspicion that if 'Thalia, Heretic Cathar' had been named 'Frank, Heretic Cathar', people would be a lot more skeptical of it.
    Quote Originally Posted by Goin Aggro View Post
    Ugh, there he goes again, talking about the girlfriend. We get it dude.

  15. #6875

    Re: [DTB] Miracle Control

    Quote Originally Posted by Quasim0ff View Post
    On a unrelated note: What tokens do you use and what basic lands do you use?


    I use APAC basics (Sunflower plains) und a spanish Serra token.

  16. #6876
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    exallium's Avatar
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Gros View Post
    @order Vendilion vs. Burn is needed to kill our opponent, we protect it with cb(without cb top we cannot survive against burn) Terminus stays in vs eidolon
    I'm scared about your plan vs. RugDelver only 3 wincons and 2 dies to bolt all 3 dies to reb
    Keeping Cbs vs. New lists decay light might be right, however this Sb plan is almost the Ein's one

    @exallium which changes would you make to fit in Cliques against RugDelver?

    @Quasimoff ok so i will not board in Cliques vs. D&T and I'll keep all 4 FoWs boarding in counterspell and Judgment too
    Second dig and am entreat. I don't like dig and rip in the same config
    They banned Top, so now I play Grixis Delver.

  17. #6877

    Re: [DTB] Miracle Control

    Ok, thanks, I'll test that out.
    Regarding elves, how do you usually board? it seems to me that i have way too little slots to cut

  18. #6878

    Re: [DTB] Miracle Control

    Quote Originally Posted by Gros View Post
    Regarding elves, how do you usually board? it seems to me that i have way too little slots to cut
    This is how I normally board (3 Jace, 4 Ponder, no Digs):

    -1 Force
    -1 Plains
    -1 Entreat
    -1 Jace

    +1 Explosives
    +1 Disenchant
    +1 Verdict
    +1 Containment Priest

  19. #6879

    Re: [DTB] Miracle Control

    will be streaming again at 7:30 EST - www.twitch.tv/anzi104 - for those interested.

    EDIT: Today did not go so well. Went 2-2, winning round 1 vs miracles and round 2 to storm. Lost rounds 3 to miracles and round 4 to deathblade where I misclicked and let a true name resolve with entreat on top. I'll be back tomorrow at 2:00 EST most likely.
    Last edited by AnziD; 02-11-2015 at 10:38 PM.

  20. #6880

    Re: [DTB] Miracle Control

    As a budget option, how well does the RiP/Helm version stack up?

    Moving to a new area and hopefully will be able to dust off my old legacy decks, but I'm missing Jaces and most dual lands.

    I was rocking RiP/Helm with 2x hallowed Fountains and fetches to minimize energy field getting blown up, but don't know if it's viable in today's metagame.
    The very fact flamethrowers exist means that someone, somewhere said to themselves, "You know, I want to set those people over there on fire.... but I'm just not close enough to do it."

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