I am the Sitharthan Sriharan that got second. I was only playing Two Digs like Ein's most recent stock list does so that is a typo by SCG. Will have them correct it as soon as possible. Other than that, I'll probably post some sort of report here or in the tournament report thread by the end of the week. Long live Miracles.
Great Dragonslayer!
The list is the best at this time and you played well to get the 2nd place!
Very good!
Have you videos of tournament?
Congrats! Can't wait to read the report!
Guys, how are you all boarding vs lands?
W. Ein's list I've been bringing in CJ, EE, 2x RIP, Disenchant, 3x clique and taking out Digs, Counterspells, 3 swords, and one Volcanic... Is this correct?
I feel like DTT can really help you find RIP, and I might try keeping one in next time, as I went through 2 sideboard games seeing over half my deck each time and never finding a rest in peace.
Last edited by exallium; 04-27-2015 at 08:05 AM.
They banned Top, so now I play Grixis Delver.
the 14th place Miracles deck went deep -- 3 Monastery Mentor, 1 Cavern of Souls, the legends package in the board, as well as a Magus of the Moon in the sideboard!
Thank you! Unfortunately there are no videos of the tournament because SCG only does video coverage of the opens, which was Standard this weekend as it usually is. You'll have to make do with whatever I write in my report. It won't be as detailed as I would like since I didn't take notes, but I'll do my best.
Thanks as well! Assuming you're talking about RG Combo lands? I'm interested to hear what people think about this MU as I'm not really sure how to board. I've had a pretty good record against RG Combo lands though with maybe one game loss and no match losses overall. My impression is that your main game plan is get counter top lock on two and then focus on killing them after. It gets easier for the lands player to break that up postboard but we just have so many good tools at our disposal that they have to nut draw us out or we play bad for us to lose.
My instinct against Lands would be to bring in RIP, Judgment, Cliques, and Keranos if you have one, and cut your Digs and Terminus. I wouldn't cut Counterspell, as having more CMC2s is relevant for top-locking them out of Life from the Loam and Punishing Fire as mentioned. I wouldn't cut Swords entirely, as it's still one of your outs to a fast Marit Lage.
Obviously, if you're running Blood Moon it's a no-brainer.
Well, i have a sufficient / good experience VS Lands and I hope this words are helpful for the community.
Good cards vs Lands:
- Engineered Explosives (Exploration, Chalice of the Void, Sylvan Library, Manabond + other cards that they side-in - see down)
- Rest in Peace (block the engine of the Life From the Loam)
- Vendilion Clique (pieces of the combo)
- Disenchant of Wear/Tear (like EE)
Other good cards:
- Humility
- Blood Moon (the evil for the Lands players)
They side in:
- Krosan grip (CC3)
- Seismic Assault (CC3) - win-con
- Choke (CC3)
It is clear that we must keep a card with CC3 vs this cards, and CC2 vs Life from the loam.
From our side, if we play Vendilion AND Blood Moon, we side in 4/5 Cards with CC3 and this is a good way to improve this matchup.
My Legacy Decks of choice: Pox, Miracles, D&T or Lands.
Online Trading Reference Checker
Hello guys... which is your usual gameplan against jeskai stoneblade? I found out i have some issues in having a plan when i am playing
I feel like I'm a copy-paste machine. Just follow that miracles guy:
The UWR dilemma:
In recent time there has been an enormous upswing in UWR colored decks. Previous to Treasure Cruise there were practically two UWR colored decks, being Miracles and Patriot with the MU between these two being hilariously lopsided. Miracles was favored by a huge amount of percentage points. Things have changed, however. Despite URs prevelance in numbers it appeared to be UWR that was best suited for TC, not only due to its kind-of-edge in the kind-of-mirror against UR. So now we have UWR dominating the numbers, and nobody can tell you whether this will stay or not. Maybe it's just a popularity issue and the decks aren't that good? Well, that's not the point now. We now have the following decks that utilize Volcanic Island and Tundra.
1) Miracles
2) Gold Digger
3) Stoneblade
4) Pyromancer Midrange
5) Patriot
These are the 5 general directions that you can take in the modern metagame, each and every giving you a distinct advantage in one special field. I will not talk about how to play the Mirror nor will I touch on Patriot, as these approaches didn't really change and are still rather easy to execute. This leaves us with Gold Digger, Stoneblade and Pyromancer Midrange to talk about. These decks differ greatly on the surface, but aren't that much different when it comes to actually playing them. Let's see what they share before developing sideboard ideas:
A) Delve Draw
All and every single approach utilizes a combination of Treasure Cruise and Dig Through Time. What does this mean? Well, basically that we have to try really hard to not fall too far behind in the card advantage section. We are already doing this by the way my deck is built (21 lands) but this isn't enough. We have to utilize Counterbalance as much as we can while trying to make sure they'll never counter Snapcaster Mage with a counter that we could have played around while also giving our Jace the highest priorities ever. All these things might sound obvious but just remember to squeeze out the most of your deck possible to combat the Delve spells that will resolve sooner or later. Oh, and also utilize that fact that you play less/same amount of lands (if same = with more library manipulation). Try not to play the 10 land control deck, Gold Digger is way better at this. Try to play the role that allows you to have just enough lands to cast all your counters.
B) Creatures
How do they win? They don't have Entreat which will simply blast your opponents face off, if unchecked. They try to attack with something, a creature that is probably one of those:
Stoneforge Mystic + Batterskull
Young Pyromancer + Anything
True Name Nemesis
No matter how aggressive or controlling they are, they will attack, sooner or later. They strength, however is closely associated with A. They have the CA and will therefore use their counters aggressively (in the lategame) to protect their creatures, which wasn't really the case before. This leaves us with the option to utilize our powerful removal spells, thank god. But it also means that we might have to keep some sort of removal in vs decks that we wouldn't keep them in, generally.
C) Something unexpected
Your UWR Midrange opponent casts Sensei's Divining Top and Counterbalance? Your Stoneblade opponent goes for Keranos? Your Gold Digger opponent casts Young Pyromancer after utilizing Academy Ruins and Engineered Explosives? The list goes on and on, and it isn't going to get easier. This means that there is no easy default plan that you can do round after round, expecting to win. You have to be flexible when it comes to sideboarding, and more importantly: re-sideboarding. Shape your deck according to your opponents cards.
The plan
So how do you board against any of these UWR decks? Well, I am not going to give you a plan for these three decks, because they don't exist in a nutshell. What I will give you are my opinions on how to board when you see something. You should then be able to put together a decent boarding plan against the UWR opponent that you will encounter.
1) Counterbalance
Is good against any of these decks as it will allow you to do two things: a) Generate card advantage to combat Delve spells. b) Slow down the game. This is all we need and synonymous with winning.
Don't board this card out.
2) Swords to Plowshares
The card is a necessary evil if your opponent plays more than just Stoneforge Mystic plus a handful of Snapcaster Mage, Vendilion Clique and/or True Name Nemesis. Should they go with these cards above you are fine with 4 Terminus 1 EE and 1 Pyroclasm. If you are, however expecting Young Pyromancer alongside these cards you need to keep Swords to Plowshares in. All of them because Terminus would work overdue if you didn't.
3) Blue Elemental Blast
While bringing in Blue Elemental Blast in order to counteract Red Elemental Blast is no bad idea it's not what we want to be doing in this very match-up.
4) Jace, the Mind Sculptor
Can be trimmed to 2 if you suspect the opponent to have Daze. Other than that, keep all of them.
Okay, changed my mind, I'll try to give a very basic idea on how to board vs UWR.
-4 Force of Will
-2 Swords to Plowshares
+1 Red Elemental Blast
+1 Pyroblast
+1 Engineered Explosives
+1 Pyroclasm
+1 Wear//Tear
+1 Council's Judgment
If it's Gold Digger, cut the Swords and the Plains for Counterspell and Flusterstorms. Also make Room for Cliques by not bringing in Pyroclasm and trimming Terminus.
If it's Young Pyromancer based, don't cut the Swords. Cut the Counterspell and one Jace, the Mind Sculptor instead.
If it's Stoneforge Mystic Control based you might decide to leave it at that (and as I see this version as the most popular one I posted the plan above). If it's controlled Stoneblade you can cut the Plains and the Pyroclasm for 2 Cliques. Depending on whether you expect Young Pyromancer or Counterbalance.
If you think that they'll bring Counterbalance, make sure to include Vendilion Clique.
I know it's tough, but I hope that these guidelines help you board correctly as soon as you've taken a decision on what the opponent is. If unsure, go with the boarding plan above.
a) Don't board out lands vs a mana-denial deck
b) STP is likely stronger than terminus against Marit Lage + Port
c) Consider that Council's Judgment is not so great against lands because rarely will you have WW to use at sorcery speed
d) Three VC is probably not necessary vs Lands, and is probably the weakest card you are boarding in versus them.
e) Unsure about Counterspell in this matchup - all their action is t1 or 2, meaning Counterspell is too slow (at least on the draw)
I like Counterspell against Lands. You need to be ready for them slamming a haymaker on t1 or t2, but if you 'survive' that, then the game goes long. On top of that, you want as many 2's in your deck as you can, since you need to cast all of your Counterbalances due to Krosan Grip. Definitely cut all of your Terminus. Lands won't make a Marit Lage token unless either they can keep you off of white or they have a sure way of recurring the combo.
It's worth remembering that Counterbalance can, in fact, counter Krosan Grip if you already happen to have a CMC3 on top (since you can't Top with the Grip on the stack). So if your opponent casts a non-CMC3 spell into your Top lock, they may be trying to bait you.
First off, congratulations on your top eight! I'm curious why you played the list that you did, why you chose the cards that you did over a list like Joe Losset's or Phillip Philipp Schönegger's miracles. Also, which cards really stood out for you as top performers that day and which ones would you change?
Using Ein's 75, here are the cards I would consider taking out:
-4 Terminus
-X Plow
*-1 CJ
*-2 Counterspell
*-1/2 DTT
The cards I would like are:
+1 FOW
+1 Disenchant
+2 RIP
+1 EE
*+X Clique
Game plan:
0) Not die to Marit Lage
1) Establish CounterTop with cmc 2 on board
2) Resolve Jace/Entreat
* denotes I am not sure. Admittedly, it is for most of the cards.
Sideboarding out thoughts:
Removal - We definitely don't need 8 pieces of removal postboard to handle their Marit Lage. Terminus is substantially weaker than STP in that it requires us to have Top in play and also makes our CounterTop lock (if established) vulnerable. Also, Terminus loses to Wasteland-fetch shenanigans (ie they Waste a fetch in response to tapping Top). Four swords are not necessary because we are not planning on casting it that frequently. More likely than not, the opponent will cast Marit Lage at most twice due to CounterTop locking them out of recurring Loam. We don't need four copies of STP to kill 2 or 3 of their dudes, especially since we have Snapcaster to flash them back if needed. It should be noted that some Lands sideboards include cards like Dark Confidant or Thalia. In this case, we want to keep some extra removal - board accordingly.
*Council's Judgment - I spoke with lots of Lands players and they said that generally Council's Judgment is subpar because they will be actively porting our more limited color - W. It is not necessarily correct, but in my testing I have found that I am unable to cast the card as reliably due to the WW burden. Additionally, postboard the Lands player will be bringing in lots of Sphere effects, making the card even harder to cast.
*Counterspell - I feel very mixed about this card. On the play there's a potential argument to it, but it seems that the "crucial" turn for the Lands player is t1. From Exploration to Manabond to Sphere in G2, they are usually gunning these cards in their very first turn (potentially with the aid of Mox Diamond). On the draw it seems kind of silly to leave yourself susceptible to this, and even on the play it's not necessarily guaranteed to work. But perhaps it is naive to think of the matchup in terms of only worst case scenarios, so I could definitely see leaving this in.
*Dig Through Time - We're boarding in RIP. Not sure how many copies of this you want postboard as there's conflict. Can leave one or none in, depends on what you decide to bring in.
Sideboarding in thoughts:
*Vendilion Clique - I think the only card that requires discussion is Clique. There are several advantages to Clique, of which are most important are sniping Loam and blocking Marit Lage. Earlier I said Clique was the weakest of the cards you were bringing in, but I definitely think it is still strong enough to have in some numbers. Being able to block Marit Lage is crucial because it gives us a chance to untap with white mana. Note that even if we have CounterTop out, we can still lose to them naturally drawing Dark Depths, which I think they board an extra copy of against us.
So concluding everything, here's what I would recommend you start testing with:
-4 Terminus
-1 Plow
-1 CJ
-1 DTT or -1 CS
+1 FOW
+1 Disenchant
+1 EE
+2 RIP
+2 Clique
If you think Council's Judgment is strong enough to keep, then you would probably want an additional copy. So your boarding might look like this:
-4 Terminus
-1 Plow
-3 DTT/CS
+1 FOW
+1 Disenchant
+1 EE
+1 CJ
+2 RIP
+2 Clique
So here are the questions I leave for discussion:
a) How do we the strength of Council's Judgment, Counterspell, and Dig Through Time postboard?
b) How do we rank the power of these cards to determine which to take out?
c) What do you guys disagree with in what I've written and why?
I have finally acquired all the cards for Miracles (both builds)
What would be the best build for a meta game that is primarily Omnitell, BUG (delver and shardless), and Lands?
Thanks. I'll go over why I chose the list I did in more detail in my report, but the short answer is because it's a highly tuned list that gives a good pilot game against most legacy decks. I guess it isn't technically Philipp's (a.k.a. Ein btw) list. It is the same 75 Angelo Cadei won an MKM series tournament in Milan about a month ago. But it is basically in the same vein as Schonegger's list, just some differences in slots.
Probably legend miracles, but the percentage you gain against these decks isn't so big that 4 Ponder Miracles is inferior in this kind of metagame. Either variant has a lot of game against these decks with good practice and tuning. The deciding factor should be how you want to play this deck.
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