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Thread: Miracle Control

  1. #9001

    Re: [DTB] Miracle Control

    Quote Originally Posted by Ticalstal View Post
    I ended up 31st place at GP Seatac with a 12-3 record. I basically played Phillip's updated miracles MD list since I've been playing a 4-ponder variant since I picked up the deck and liked the changes he proposed (unsurprisingly MD mentors are great with 4 ponders). I was never a fan of 2 counterspells in the deck though so I decided to try out venser+karakas in place of a counterspell and arid mesa to improve the preboard game against shardless and hedge against reanimator and sneak and show. It performed reasonably and I liked the utility he offered but I'm not sure if I like it more than just another pyroblast or terminus (which I missed the 4th one a lot in a few games).
    How did you feel about the Council's Judgment? I always felt like it was a worse answer to planeswalkers than a maindeck Clique.

  2. #9002
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Cipher View Post
    How did you feel about the Council's Judgment? I always felt like it was a worse answer to planeswalkers than a maindeck Clique.
    It's not only for planeswalkers, though. Sometimes you hit a planewalker, sometimes you take out a sword, a goyf or an opposing Counterbalance :)

  3. #9003

    Re: [DTB] Miracle Control

    Quote Originally Posted by Cipher View Post
    How did you feel about the Council's Judgment? I always felt like it was a worse answer to planeswalkers than a maindeck Clique.
    How about opponent's TNN? How about avoiding all the Vine's non-sense and actually deal with infect creature when you don't have mass removal? How about actually dealing with SoFI?

  4. #9004

    Re: [DTB] Miracle Control

    Quote Originally Posted by Cipher View Post
    How did you feel about the Council's Judgment? I always felt like it was a worse answer to planeswalkers than a maindeck Clique.
    Its definitely clunky and not a card I'm in love with but as others mentioned, its a nice "catch-all" for stuff that's harder to deal with main deck (or stuff you weren't prepared for in the sideboard) that can be flashed back with snapcaster. Planeswalkers were not as scary with MD mentor but being able to take out a equipment or true name (without using terminus) is nice.

    I took it out on MTGO during the dig through time era since 90% of the decks online were dig through time decks or burn so I could see it out in the right meta.

  5. #9005

    Re: [DTB] Miracle Control

    The deck was pretty awesome for me all tournament long and I really liked the numbers I played and sb cards I registered.

    For the record, I didn't shuffle away a terminus (it was a Japanese rest in peace) :-)

    I wrote a free article about the deck for vintagemagic so if you guys are interested in reading about my take on building and playing the deck be sure to check it out. Personally, I believe miracle control is the best deck in legacy. Hard to play well, but highly rewarding and extemely powerful when played well.

    http://www.vintagemagic.com/blog/mir...-brian-demars/

  6. #9006

    Re: [DTB] Miracle Control

    I managed to make Top8 again at the Eternal Clash #6 in Northern Germany after winning it last time with Miracles.
    Here is my report: https://bordifies.com/articles/leavi...nal-clash-com/

    List I played:

    Creatures (5)
    2 Monastery Mentor
    3 Snapcaster Mage

    Instants (14)
    2 Counterspell
    4 Brainstorm
    4 Force of Will
    4 Swords to Plowshares

    Sorceries (9)
    1 Council's Judgment
    1 Entreat the Angels
    3 Terminus
    4 Ponder

    Enchantments (4)
    4 Counterbalance

    Planeswalkers (3)
    3 Jace, the Mind Sculptor

    Artifacts (4)
    4 Sensei's Divining Top

    Lands (21)
    2 Arid Mesa
    2 Plains
    3 Island
    3 Tundra
    3 Volcanic Island
    4 Flooded Strand
    4 Polluted Delta

    Sideboard (15)
    1 Red Elemental Blast
    2 Pyroblast
    2 Wear // Tear
    1 Blood Moon
    1 Containment Priest
    2 Vendilion Clique
    1 Rest In Peace
    3 Flusterstorm
    1 Izzet Staticaster
    1 Terminus

  7. #9007

    Re: [DTB] Miracle Control

    Quote Originally Posted by Forcefieldyou View Post
    The deck was pretty awesome for me all tournament long and I really liked the numbers I played and sb cards I registered.

    For the record, I didn't shuffle away a terminus (it was a Japanese rest in peace) :-)

    I wrote a free article about the deck for vintagemagic so if you guys are interested in reading about my take on building and playing the deck be sure to check it out. Personally, I believe miracle control is the best deck in legacy. Hard to play well, but highly rewarding and extemely powerful when played well.

    http://www.vintagemagic.com/blog/mir...-brian-demars/
    Congrats. on Top 8 at the GP, Mr. Demars. While that's great, the semi-final did feel like you got crushed in a spectacular fashion when you were supposedly favored. That Game one opening with one-fetchland and SDT was... odd to say the least.

  8. #9008

    Re: [DTB] Miracle Control

    Quote Originally Posted by twndomn View Post
    Congrats. on Top 8 at the GP, Mr. Demars. While that's great, the semi-final did feel like you got crushed in a spectacular fashion when you were supposedly favored. That Game one opening with one-fetchland and SDT was... odd to say the least.
    Believe me, I wish I would have had stronger hands in that top 8 match. I'm never going to ship a hand that has a land and a Top on a mulligan to six. It was annoying that I couldn't ever find the second land but that's Magic for you. The other game I got to look at like 15 cards and never saw a Top or a Terminus.

    I think that Miracles is slightly favored in the match up but I think it is very close. The match up certainly isn't easy and there are a lot of ways the draws can line up that that heavily favor one deck or the other. I added the Blood Moons to the sideboard because I actually felt the match up was pretty difficult, especially with the Lands player getting access to lots of Krosan Grips post sideboard.

  9. #9009
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    Re: [DTB] Miracle Control

    Hey all. After an 8/9 months hiatus from Mtg, yesterday I had the chance to play in a 6 swiss turns, 40 player events. What to bring? Miracles, of course.

    I was playing the 4 ponders list since, well, forever, I think I was in the first ''wave'' of people advocating 4 Ponders. Normally, 9 months ago I wouldn't have played 4 Counterbalance but a quick check on tcdecks revealed me Tempo decks and Miracles are two of the main choices, and slamming CB in those matchups is mandatory. So I said, let's check some Miracles stocklists and to my great relieve the only substantial change I saw was -2 Miracles +2 Mentors, and of course eschewing 2 Rebs now that the dumb draw spells are banned, in favor of more generic Counterspells. I thought about that back when I heard about the announcement but I was in favor of Spell Snares at the time, and sincerely I still am a bit on the fence on CSpell since I still think it's slow when Delver decks are one of the major contender. Nevertheless, I ended up sleeving 2.

    maindeck

    Current Mentor stocklist, with three JTMS and 3/1 Miracles setup. Except that I never liked the third Volcanic and I think it's not really useful, if not straight suboptimal since we don't have Explosives or any red card maindeck, and postboard we never use red mana more than once or twice for the occasional couple of Rebs. So I play:

    3 Tundra
    2 Volcs
    4 Flooded
    4 Scalding
    2 Arid
    4 Island
    2 Plains

    And this has been my configuration of choice since, well, more than 3 years :D.

    SB:

    3 Red Elemental Blast
    2 Wear // Tear
    3 Vendilion Clique
    1 Rest In Peace
    2 Flusterstorm
    1 Izzet Staticaster
    1 Pyroclasm
    1 Engineered Explosives
    1 Grafdigger's Cage

    Staticaster and Pyroclasm have been staples in my sideboard since forever. They're amazing and if you're not playing them in a open varied meta you're doing it wrong. Grafdigger was there to diversify grave hate mainly. Had to move the two maindeck Reb to the sb. The rest of the choices are pretty self explanatory, with the exception of eschewing the 3rd Flusterstorm- I think it's not needed unless you are meta calling a combo oriented metagame- but again, this is personal preference.

    R1 Bant Blade W 1-0
    R2 Mentor Miracle W 2-1
    R3 Canadian Thresh W 2-1
    R4 Infect L 1-2
    R5 Affinity L 1-2 (I know, I know)
    R6 Grixis Pyromancer W 2-0
    Top8: Burn W 2-0

    and then had to drop because it was too late for my driver :D We splitted in top8 anyways.
    Deck felt smooth as always and I love the Mentors and definitely will play them again. While I played it only twice vs. burn and once vs. Canadian, I liked to think that I always had another angle of attack which is not setting up a clunky miracle card that needed a Top to be exploited to it's full potential. I still miss the 4th Terminus though.
    Last edited by kiblast; 11-17-2015 at 07:41 AM.
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  10. #9010

    Re: [DTB] Miracle Control

    You might want to reread Grafdigger's Cage...

  11. #9011

    Re: [DTB] Miracle Control

    Quote Originally Posted by kiblast View Post
    Except that I never liked the third Volcanic and I think it's not really useful, if not straight suboptimal since we don't have Explosives or any red card maindeck, and postboard we never use red mana more than once or twice for the occasional couple of Rebs.
    The main reason for playing 3 Volcanic Island is against decks playing Wasteland. Wear//Tear and Izzet Staticaster are needed for DxT. Wear//Tear also comes in against Shardless BUG,Punishing Blue, Delver decks.. I've had multiple situations where that 3th Volcanic Island was needed.

  12. #9012

    Re: [DTB] Miracle Control

    Quote Originally Posted by rancOr_ View Post
    The main reason for playing 3 Volcanic Island is against decks playing Wasteland. Wear//Tear and Izzet Staticaster are needed for DxT. Wear//Tear also comes in against Shardless BUG,Punishing Blue, Delver decks.. I've had multiple situations where that 3th Volcanic Island was needed.
    Pyroclasm kills 80% of the threaths of the decks you mentioned.

    It's at its maximum power imho at the moment.
    To play 2 of them I am out of Clique and Venser (just Mentor and Angels)

  13. #9013

    Re: [DTB] Miracle Control

    Hey guys Ive recently picked up this deck and having some trouble with Merflok with MB chalice and shardless Bug any advice on how to play and board against them?
    Thanks in advance!

  14. #9014
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    Re: [DTB] Miracle Control

    Quote Originally Posted by RankaLee View Post
    Hey guys Ive recently picked up this deck and having some trouble with Merflok with MB chalice and shardless Bug any advice on how to play and board against them?
    Thanks in advance!
    You need something like Peacekeeper in order to beat merfolk, this matchup is atrocious without something like that (Or something similar, like Llawan)

    Shardless bug just takes familiarity with the matchup. No generel advice. Some people board out CounterBalance, some people overload it.

    (*Inb4 Poron: Just play Pyroclasm, it kills them all dead)

  15. #9015
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    Re: [DTB] Miracle Control

    Quote Originally Posted by rancOr_ View Post
    The main reason for playing 3 Volcanic Island is against decks playing Wasteland. Wear//Tear and Izzet Staticaster are needed for DxT. Wear//Tear also comes in against Shardless BUG,Punishing Blue, Delver decks.. I've had multiple situations where that 3th Volcanic Island was needed.
    Yeah I know about that, that's why I usually fetch the Volc when I need it, in order to save it for the right moment when I need to cast Wear or Staticaster. Also the spells you mentioned are instant speed, so the only real downside is Pyroclasm being a sorcery.
    I had multiple situations as well where I was forced to keep a Volc in my starting 7 and had one mana cut away due to Wasteland. And in my experience that happens way more than having your opponent using two Wastelands on your two Volcanics postboard, specially if you are moderately smart with your fetches.

    Quote Originally Posted by presquepartout View Post
    You might want to reread Grafdigger's Cage...

    Regarding the Grafdigger, yeah, after 9 months not playing it looks I'm a bit rusty :D
    Are you into Jazz? Have a look at the Lp's I have for sale on Discogs!

  16. #9016

    Re: [DTB] Miracle Control

    Quote Originally Posted by Quasim0ff View Post
    You need something like Peacekeeper in order to beat merfolk, this matchup is atrocious without something like that (Or something similar, like Llawan)

    Shardless bug just takes familiarity with the matchup. No generel advice. Some people board out CounterBalance, some people overload it.

    (*Inb4 Poron: Just play Pyroclasm, it kills them all dead)
    Containment Priest, Wear/Tear, 3 Rebs, 3 Snapmage, 4 StP, 4 Terminus.

    Problems with Merfolk? it's the very same as Elves...

  17. #9017
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Poron View Post
    Containment Priest, Wear/Tear, 3 Rebs, 3 Snapmage, 4 StP, 4 Terminus.

    Problems with Merfolk? it's the very same as Elves...
    Have you played the matchup?

    It's so far from Elves, it's not even funny...

  18. #9018

    Re: [DTB] Miracle Control

    it's a whack-a-mole matchup.

    Every creature is a threath, but they have no removals and if you counter/destroy/needle their Vial, it's pretty much a slow deck..

    Anyway yes, if you have the spot for a Peacekeeper it surely helps a lot. I don't play Pyroblast MD anymore, so my SB is veery stretched.

  19. #9019

    Re: [DTB] Miracle Control

    Quote Originally Posted by Poron View Post
    Containment Priest, Wear/Tear, 3 Rebs, 3 Snapmage, 4 StP, 4 Terminus.

    Problems with Merfolk? it's the very same as Elves...
    Thanks guys guess i might be just playing the deck wrong still new to it. was playing jeskai and esper stoneblade before I swapped over to miracles.

  20. #9020

    Re: [DTB] Miracle Control

    Quote Originally Posted by RankaLee View Post
    Thanks guys guess i might be just playing the deck wrong still new to it. was playing jeskai and esper stoneblade before I swapped over to miracles.
    Don't listen to Poron. Merfolk is a lot more difficult than Elves. Chalice, Cavern, Vial, Mutavault, and TNN are all problematic. On top of that, they run countermagic for your Terminus. I've had the most success against them when I can turn the corner very quickly, and Mentor can help with this.

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