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Thread: Miracle Control

  1. #8961
    Predictor of Miracles
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Quasim0ff View Post
    What's the reasoning for the 3rd Snapcaster Mage in the sideboard?

    That seems like a weird place for Tiago to hang.
    He decreased the number of spells maindeck to fit in 2 cliques, and the third comes in when we need to increase the density of cheap spells after sideboarding and for matches that go long.

  2. #8962

    Re: [DTB] Miracle Control

    I like veeery much Lossett's list.

    He charges so much on blue threaths that opponent's Blasts become not very relevant: something will stick.

    Also, the abundance of Karakas + Cavern and no WW in the whole 75 is so solid.

    Joe, if you read me what do you think about Teferi's Response in your list?
    It's probable that next GP's top 8 will have like 20 Wastelands

  3. #8963

    Re: [DTB] Miracle Control

    Took an almost stock miracles list to 12th yesterday at SCG Dallas, and wrote a report. It can be found here, if anyone's interested!

  4. #8964

    Re: [DTB] Miracle Control

    Quote Originally Posted by Son Alexander View Post
    The reason I argued to run 3 is listed in your first statement. I felt if you run 3+ ponders in the legends version then 4 Counterbalance made more sense as it gives you more shuffle effects to manipulate your top decks. By cutting a snapcaster mage and the ponders as well as a fetch lands in order to make room for the Legends package it decreases the CounterTops over all effectiveness.

    So if you run a legends version with no ponders and more removal / creatures then it made sense to cut back on Counterbalance.

    If you run 3+ ponders then 4 CB work better.

    At least that's what I've found.
    I know this is only one example for the most recent scg open. But Joe Bass placed 13th and he ran 1 Ponder and 3 Counterbalance. Gives a little weight to my thoughts listed above.

  5. #8965
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    Re: [DTB] Miracle Control

    Got 2nd in a 40 player legacy side event of GP Porto Alegre with:

    4 Sensei's Divining Top
    3 Monastery Mentor
    3 Snapcaster Mage
    4 Counterbalance
    4 Brainstorm
    1 Counterspell
    4 Force of Will
    1 Spell Pierce
    4 Swords to Plowshares
    2 Jace, the Mind Sculptor
    1 Council's Judgment
    1 Entreat the Angels
    4 Ponder
    3 Terminus
    1 Cavern of Souls
    4 Flooded Strand
    4 Island
    1 Mystic Gate
    2 Plains
    4 Polluted Delta
    2 Tundra
    2 Volcanic Island
    1 Windswept Heath
    SB: 1 Blood Moon
    SB: 1 Disenchant
    SB: 2 Flusterstorm
    SB: 1 Izzet Staticaster
    SB: 2 Meddling Mage
    SB: 2 Pyroblast
    SB: 1 Red Elemental Blast
    SB: 2 Rest in Peace
    SB: 1 Surgical Extraction
    SB: 2 Vendilion Clique

    Matches:
    2-1 Infect
    1-1 (draw) RUG Delver
    2-1 Snake and show
    2-0 Lands
    0-2 Goblin Stompy
    2-1 Omnitell (UR)
    top 8: 2-1 Reanimate
    semi: all top 4 split prizes. Guy concedes.
    finals: 0-2 RUG Delver (played relaxed and did a crucial missplay. Still improving this matchup :~~).

    - Very solid deck. Couldn't use the single entreat :/
    - Next time i'll use wear // tear instead of disenchant.

    Props: 1) cavern of souls naming Human (preboard) or wizard / human (post board). One guy using Fow against monastery mentor :)
    2) 2 meddling mages / 2 cliques / 2 fluster

  6. #8966
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    Re: [DTB] Miracle Control

    Prepping for Seattle, interested in how many sideboard slots people are using for each matchup? For example: I have three flusterstorm and two RIP vs Storm for a total of five. Also, anything spicy? I've see a few lists running From the Ashes... Thoughts?

  7. #8967

    Re: [DTB] Miracle Control

    Quote Originally Posted by prepare4robots View Post
    Prepping for Seattle, interested in how many sideboard slots people are using for each matchup? For example: I have three flusterstorm and two RIP vs Storm for a total of five. Also, anything spicy? I've see a few lists running From the Ashes... Thoughts?
    I've thought about this a lot myself, although at the time I was thinking of it, it was Ruination (From the Ashes is iteratively better, but comparable). In the end, I always came back to Blood Moon just being better. (1) cheaper (2) locks player out instead of asking them to rebuild (and with such a clock we have!).

    The only real plus I can think of is being Snapable after being countered/Thoughtseized/Hymned.

  8. #8968

    Re: [DTB] Miracle Control

    Quote Originally Posted by prepare4robots View Post
    Prepping for Seattle, interested in how many sideboard slots people are using for each matchup? For example: I have three flusterstorm and two RIP vs Storm for a total of five. Also, anything spicy? I've see a few lists running From the Ashes... Thoughts?
    So, my list this past weekend was on From the Ashes, and I've run it in locals for some weeks now. I posted on reddit my thoughts, I'll copy them over here.

    So I've tested Blood Moon, Back to Basics, Ruination, and From the Ashes. Blood Moon I wasn't a fan of because you turn off your own fetches. Back to Basics is strong, but a touch slow and clunky sometimes. So, with those two down, I wanted one of the 4-drop commander cards.

    Ruination is strong, don't get me wrong. You can, (and should,) set things up in a way that you only destroy your volcanic island when it goes off. But, it does still destroy that Volc. On the flipside, From the Ashes does the same, but replaces itself. So if you have a hand set up in a way that you need to fetch duals, you don't feel bad casting From the Ashes, where you might hold off on Ruination.

    The decks you're casting either won't have many basics anyway. You aren't bringing it in on triple-basic Stoneblade, or any miracles list, or D&T. You want it versus decks that, that single basic won't really matter. Lands, Shardless, Infect (sometimes too slow,) stuff like that.

    You can also make it essentially "free" by using 4 duals to cast it, which will replace themselves untapped. This is big game against a lot of decks, as casting Ashes and Jace in one turn is tough for many decks to deal with.

  9. #8969
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    Re: [DTB] Miracle Control

    The flip side is, 4 mana is a lot against decks you'll be bringing it in against, especially when some run Ports and others run FoW. Granted, Blood Moon will eat a FoW anyway, but at least you can cast it on Turn 3 rather than 4.

  10. #8970
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    Re: [DTB] Miracle Control

    Quote Originally Posted by CutthroatCasual View Post
    The flip side is, 4 mana is a lot against decks you'll be bringing it in against, especially when some run Ports and others run FoW. Granted, Blood Moon will eat a FoW anyway, but at least you can cast it on Turn 3 rather than 4.
    What matchups do you board Blood Moon in, against? Death and Taxes as well?

  11. #8971
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Quasim0ff View Post
    What matchups do you board Blood Moon in, against? Death and Taxes as well?
    He's probably talking about Lands.
    Quote Originally Posted by CutthroatCasual View Post
    Storm was killed by Leovold
    Quote Originally Posted by LegacyIsAnEternalFormat View Post
    The power of blue is overrated...I personally play Jund and I consistently top 4 FNMs with it.

  12. #8972
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Dissection View Post
    He's probably talking about Lands.
    "Some" might refer to more than one matchup, though.

  13. #8973
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Quasim0ff View Post
    What matchups do you board Blood Moon in, against? Death and Taxes as well?
    Have had many opponents bring in Moons against me as a Grixis Delver player. Saw it a lot more when I was playing Grixis Control (Paul Lynch's list from SCG Worcester), but I got locked out by a Painter player once and I stranded it in a Miracles player's hand another time when playing Delver.

    I could see bringing Moons in against any 3-color Delver list, as there's not a lot of room in those decks for a robust basic land mana base. This is probably why he mentions Force of Will.
    Roses are colorless.
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    Everything is nothing.

  14. #8974
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Delvis View Post
    Have had many opponents bring in Moons against me as a Grixis Delver player. Saw it a lot more when I was playing Grixis Control (Paul Lynch's list from SCG Worcester), but I got locked out by a Painter player once and I stranded it in a Miracles player's hand another time when playing Delver.

    I could see bringing Moons in against any 3-color Delver list, as there's not a lot of room in those decks for a robust basic land mana base. This is probably why he mentions Force of Will.
    Yeah, I think that's accurate, I think.

    I'm just wondering what Rishidan Port matchups he wants it is - I'd only want it against Lands, personally...

    Regarding delver: The only Delver deck I think it's good against is BUG Delver. RUG is faster, Grixis has Pyromancers and UWR is close to unplayable these days.

  15. #8975
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Quasim0ff View Post
    Regarding delver: The only Delver deck I think it's good against is BUG Delver. RUG is faster, Grixis has Pyromancers and UWR is close to unplayable these days.
    This.

    There aren't any other Port matchups than Lands that you'll want Moon for. If you bring it in vs DnT, well, I guess you just want to lose.
    Quote Originally Posted by CutthroatCasual View Post
    Storm was killed by Leovold
    Quote Originally Posted by LegacyIsAnEternalFormat View Post
    The power of blue is overrated...I personally play Jund and I consistently top 4 FNMs with it.

  16. #8976
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    Re: [DTB] Miracle Control

    Yea I was talking mainly Lands variants. Decks also play Loam, so I'd rather turn off their lands entirely vs letting them Loam them back if we can't follow up the spell with pressure.

    Turning 4 duals into 4 basics to follow up land destruction with a Jace is also very Christmaslandy because that requires fetching non basics in the early gamed which are just begging to get Wastelanded.

  17. #8977
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    Re: [DTB] Miracle Control

    Quote Originally Posted by CutthroatCasual View Post
    Yea I was talking mainly Lands variants. Decks also play Loam, so I'd rather turn off their lands entirely vs letting them Loam them back if we can't follow up the spell with pressure.

    Turning 4 duals into 4 basics to follow up land destruction with a Jace is also very Christmaslandy because that requires fetching non basics in the early gamed which are just begging to get Wastelanded.
    Have you actually read From the Ashes...?

    Destroy all nonbasic lands. For each land destroyed this way, its controller may search his or her library for a basic land card and put it onto the battlefield. Then each player who searched his or her library this way shuffles it.

  18. #8978
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Quasim0ff View Post
    Have you actually read From the Ashes...?

    Destroy all nonbasic lands. For each land destroyed this way, its controller may search his or her library for a basic land card and put it onto the battlefield. Then each player who searched his or her library this way shuffles it.
    Yes. That means to play magical Christmas Land, you need to have 4 duals out on turn 4, cast it, and follow up with Jace. This exposes our lands turns 1-3 to Wasteland. I know you're not this stupid, come on.

    Here's the post I was referencing if you're too lazy to follow the conversation yourself:

    Quote Originally Posted by Intricate08 View Post
    You can also make it essentially "free" by using 4 duals to cast it, which will replace themselves untapped. This is big game against a lot of decks, as casting Ashes and Jace in one turn is tough for many decks to deal with.

  19. #8979
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    Re: [DTB] Miracle Control

    "Waaa was he's right but let's not acknowledge it waaa waaa!"

    I'll take this time to also mention, against Lands and Loam variants, those decks run off of Mox Diamonds so blowing up their lands doesn't do much in the way of completely fucking them.

    EDIT: and I'm assuming this card would be brought in against Maverick/KotR variants too, yes? Good luck casting this with a Teeg on the field.

  20. #8980

    Re: [DTB] Miracle Control

    Is the Legacy GP really not streaming?

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