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Thread: Miracle Control

  1. #9401
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    Re: [DTB] Miracle Control

    Quote Originally Posted by CutthroatCasual View Post
    So I want to try 2 Mentors in the board (I tried them main and did not like them at all.)

    Here's my board:

    CPriest
    Canonist
    RIP
    2x Fstorm
    2x Clique
    Venser
    BMoon
    3x REB effects (1R/2P)
    Staticaster
    2x W/T

    My local meta is: Delver (BUG/Grixis), MUD, Elves, Miracles, Stoneblade, Slivers, Dragonstorm, DnT, Sneak Show. What do I get rid of? I was thinking Moon and RIP.
    I'm new to this board, so you can take this with a grain of salt, but my personal opinion is that you want either your legend creatures or your monks in the main. Can you post a full list for reference?

  2. #9402

    Re: [DTB] Miracle Control

    I worked a little on my sideboard plans.

    For reference, the list:

    4 Brainstorm
    4 Sensei's Divining Top
    4 Ponder
    4 Terminus
    4 Swords to Plowshares
    2 Jace, the Mind Sculptor
    4 Snapcaster Mage
    4 Force of Will
    2 Counterspell
    4 Counterbalance
    4 Flooded Strand
    2 Arid Mesa
    4 Scalding Tarn
    3 Tundra
    1 Volcanic Island
    1 Plains
    4 Island
    1 Mountain
    2 Spell Snare
    2 Fire // Ice

    SB: 2 Flusterstorm
    SB: 3 Pyroblast
    SB: 2 Vendilion Clique
    SB: 2 Wear // Tear
    SB: 1 Blood Moon
    SB: 2 Meddling Mage
    SB: 1 Entreat the Angels
    SB: 1 Surgical Extraction
    SB: 1 Engineered Explosives

    This is still work in progress.

    Mirror:
    -2 Fire // Ice
    -4 swords to plowshare
    -2 terminus → I still want an out for mentor or entreat
    -1 plains
    +2 Clique
    +3 Pyroblast
    +1 Entreat
    +1 Engineered Explosives
    +2 Flusterstorm

    Storm
    -4 Terminus
    -4 Swords to plowshare
    -1 Jace The Mind Sculptor -> Tapping out for jace sends for storm player a green light to go off
    -1 Plains
    +2 Meddling Mage
    +2 Flusterstorm
    +2 Vendilion Clique
    +1 Engineered Explosives
    +1 Surgical Extraction
    +2 Pyroblast

    Show and tell:
    -1 Plains
    -2 spell snare
    -4 swords to plowshare
    -4 Terminus
    +2 Meddling Mage
    +2 Flusterstorm
    +2 Vendilion Clique
    +1 Surgical Extraction
    +3 Pyroblast
    +1 Wear//Tear

    Punishing blue:
    Even if they play decay, counterbalance is still the best way to stop punishing fire and loam
    -4 Force of will
    -2 Terminus -> They don't play big board so much. The real creature threat are a lonely gaddock or lonely dark confidant. So i think fire/ice or swords make a better job.
    -2 Counterspell
    +2 Wear/tear
    +1 Surgical extraction
    +2 Meddling Mage
    +1 Entreat the angel
    +1 Engineered explosives
    +1 Blood moon

    death and tax
    -4 Counterbalance
    -2 Spell Snare
    -1 Counterspell
    +1 entreat the angel
    +2 Wear/Tear
    +1 Engineered explosives
    +1 Blood moon -> not completely sure about this one
    +2 Meddling Mage

    grixis tempo
    -4 Force of will
    -2 Counterspell
    +3 Pyroblast
    +2 Flusterstorm
    +1 Engineered explosives

    elfball
    -2 Spell Snare
    -2 counterspell
    +1 engineered explosives
    +2 wear/tear
    +1 Entreat the angel
    I almost want flusterstorm in too, but if they have craddle paying more is not a problem

    shardless
    -4 Force of will
    -4 Counterbalance
    -2 swords to plowshare
    -1 spell snare -> Is it worth keeping it just for tarmo or library ?
    +2 Meddling mage
    +2 Wear//Tear
    +1 Engineered explosives
    +1 Entreat the angel
    +2 vendilion clique
    +3 Pyroblast

    bug tempo
    -4 Force of will
    -4 Counterbalance
    -2 Counterspell
    +2 Flusterstorm
    +3 Pyroblast
    +1 Engineered explosives
    +1 Blood moon
    +2 Vendilion Clique
    +1 Entreat the angel

    burn
    -4 Terminus -> should i keep some ?
    -2 Fire/ice
    +2 Wear/Tear
    +2 Flusterstorm
    +2 Vendilion Clique

    lands
    -4 Terminus
    -2 Fire/Ice
    -1 Ponder
    -1 Swords to plowshare
    +1 Blood Moon
    +2 Wear/tear
    +2 Meddling Mage
    +1 Surgical Extraction
    +1 Entreat the Angel
    +1 Engineered explosives

    Tempo RUG
    -4 Force of will
    -2 Counterspell
    -1 Spell snare
    +1 Engineered Explosives
    +3 Pyroblast
    +2 Vendilion Clique
    +1 Blood moon

    painter
    -2 Fire/Ice
    -2 Spell Snare
    -2 Force of will
    +2 Wear/tear
    +1 Engineered Explosives
    +2 Meddling mage
    +1 surgical extraction

  3. #9403
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    Re: [DTB] Miracle Control

    Quote Originally Posted by prepare4robots View Post
    I'm new to this board, so you can take this with a grain of salt, but my personal opinion is that you want either your legend creatures or your monks in the main. Can you post a full list for reference?
    4x Tarn
    4x Strand
    1x Mesa
    3x Tundra
    2x Volc
    4x Island
    2x Plains
    1x Karakas

    3x Jace

    3x Snapcaster

    4x Top
    4x CB

    4x Brainstorm
    3x Ponder
    4x Swords
    4x Terminus
    1x Spell Pierce
    2x Counterspell
    4x FoW
    2x ETA
    1x Council's Judgment

  4. #9404

    Re: [DTB] Miracle Control

    Quote Originally Posted by gdtpara View Post
    I worked a little on my sideboard plans.

    Storm
    -4 Terminus
    -4 Swords to plowshare
    -1 Jace The Mind Sculptor -> Tapping out for jace sends for storm player a green light to go off
    -1 Plains
    +2 Meddling Mage
    +2 Flusterstorm
    +2 Vendilion Clique
    +1 Engineered Explosives
    +1 Surgical Extraction
    +2 Pyroblast

    grixis tempo
    -4 Force of will
    -2 Counterspell
    +3 Pyroblast
    +2 Flusterstorm
    +1 Engineered explosives

    bug tempo
    -4 Force of will
    -4 Counterbalance
    -2 Counterspell
    +2 Flusterstorm
    +3 Pyroblast
    +1 Engineered explosives
    +1 Blood moon
    +2 Vendilion Clique
    +1 Entreat the angel

    burn
    -4 Terminus -> should i keep some ?
    -2 Fire/ice
    +2 Wear/Tear
    +2 Flusterstorm
    +2 Vendilion Clique

    lands
    -4 Terminus
    -2 Fire/Ice
    -1 Ponder
    -1 Swords to plowshare
    +1 Blood Moon
    +2 Wear/tear
    +2 Meddling Mage
    +1 Surgical Extraction
    +1 Entreat the Angel
    +1 Engineered explosives

    painter
    -2 Fire/Ice
    -2 Spell Snare
    -2 Force of will
    +2 Wear/tear
    +1 Engineered Explosives
    +2 Meddling mage
    +1 surgical extraction
    Storm
    Taking out all the StP is definitely wrong. You need StP for Xantid Swarm, Dark Confidant. You might still need 1 or 2 even if you have Staticaster in the SB.

    Grixis tempo
    This is a deck that does not abuse artifact. Not only some builds have Dack to steal artifact, this is a deck that might have null rod in the SB as well. I would SB-in Wear//Tear or Disenchant.

    Bug tempo
    This is another deck that does not abuse artifact as well as having null rod SB. I would SB-in Wear//Tear or Disenchant.

    Burn
    Taking out all the Terminus is definitely wrong. You're setting yourself to lose to Fireblast. Also, what's your plan against Firecraft? With no graveyard hate, do you plan to just take 4~8 damages?

    Lands
    No idea how would taking out cantrips like Ponder would help.

    Painter
    If the Painter player names Blue in game one, then it's likely that this player would name Blue in the SB games as well. Assuming that's the case, Red Blast in our SB might not be bad. Against a deck with 4~8 Blast effect, do you actually think Meddling Mage would survive the stack?

  5. #9405

    Re: [DTB] Miracle Control

    Quote Originally Posted by twndomn View Post
    Storm
    Taking out all the StP is definitely wrong. You need StP for Xantid Swarm, Dark Confidant. You might still need 1 or 2 even if you have Staticaster in the SB.
    You know, I read this and laughed, but then I looked up articles and people seem to actually do this...

    So I'm the only one who feels completely comfortable with just a Staticaster against a possible resolved Xanthid Swarm? If the only card we have to interact are Force and Flusterstorm anyhow, why are we boarding in Swords just to free them up when we already have Counterbalance and RIP in equal quantities doing a much better job? This feels like 3x Wear/Tear for their 2x Pithing Needle all over again.

    I also feel as if they drastically slow down game 2, and that they usually only get to cheese you game 1. I don't know what they actually board out, so perhaps that's just my perceptions.

  6. #9406

    Re: [DTB] Miracle Control

    Quote Originally Posted by Cipher View Post
    You know, I read this and laughed, but then I looked up articles and people seem to actually do this...

    So I'm the only one who feels completely comfortable with just a Staticaster against a possible resolved Xanthid Swarm? If the only card we have to interact are Force and Flusterstorm anyhow, why are we boarding in Swords just to free them up when we already have Counterbalance and RIP in equal quantities doing a much better job? This feels like 3x Wear/Tear for their 2x Pithing Needle all over again.

    I also feel as if they drastically slow down game 2, and that they usually only get to cheese you game 1. I don't know what they actually board out, so perhaps that's just my perceptions.
    If you're comfortable with that and it's working for you then absolutely side out your swords. The only reason I would leave them in is if, like me, you've had your opponents xantid swarm you out reliably enough that you want them in. If you're consistently playing storm players that aren't hitting you with xantid swarm there is no reason for you to leave in swords for the theoretical xantid swarm. In my experience, and in most people's experience, the xantid swarm is real and that is why we leave in swords.

    My current theory is that they have two swarms at most and one empty. So I side in staticaster and leave two swords. Obviously, this isn't the most elegant logic as it boils down to A. 3 = 3, B. Phillip said so, and C. I've been winning with it.

  7. #9407

    Re: [DTB] Miracle Control

    I side out all sword because I already have 2 fire/ice and explosives for that purpose. Xantid is their easiest out to a flusterstorm on top with top.

  8. #9408
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    Re: [DTB] Miracle Control

    Quote Originally Posted by gdtpara View Post
    I side out all sword because I already have 2 fire/ice and explosives for that purpose. Xantid is their easiest out to a flusterstorm on top with top.
    The whole notion of fire//ice intrigues me. What drove you to include it in the MD? Were you looking for more removal? On the face of it I wouldn't think it would be worth the spots. How has it been performing?

  9. #9409

    Re: [DTB] Miracle Control

    top 4d a 5k with predictable miracles (also top 8d and top 2d two 2ks)

    4 snap
    4 top
    4 cb
    4 brainstorm
    4 cb
    4 fow
    4 terminus
    4 stp
    2 jtms
    2 predict
    2 snare
    2 cs
    20 land

    2 mentor
    2 moon
    2 surgical
    2 clique
    2 w/t
    2 fluster
    2 reb
    1 pyro

    r1 julians new elves WIN 2-1
    r2 dnt WIN 2 0
    r3 dnt WIN 2 0
    r4 sns WIN 2-1
    r5 deadguy ale w/ green WIN 2-1
    r6 ID
    r7 ID
    t8 lands WIN 2-1
    t4 split

  10. #9410
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    Re: [DTB] Miracle Control

    Quote Originally Posted by Moa View Post
    If you're comfortable with that and it's working for you then absolutely side out your swords. The only reason I would leave them in is if, like me, you've had your opponents xantid swarm you out reliably enough that you want them in. If you're consistently playing storm players that aren't hitting you with xantid swarm there is no reason for you to leave in swords for the theoretical xantid swarm. In my experience, and in most people's experience, the xantid swarm is real and that is why we leave in swords.

    My current theory is that they have two swarms at most and one empty. So I side in staticaster and leave two swords. Obviously, this isn't the most elegant logic as it boils down to A. 3 = 3, B. Phillip said so, and C. I've been winning with it.
    I agree with this. When testing with a friend, I find that he boards in some number of swarms and abrupt DKs. While I do board in Saticaster against him, I worry that it may eat a DK. Swords can be duressed, but can be snapped back. I usually have 1-2 swords and Staticaster.

    Quote Originally Posted by AnziD View Post
    top 4d a 5k with predictable miracles (also top 8d and top 2d two 2ks)

    4 snap
    4 top
    4 cb
    4 brainstorm
    4 cb
    4 fow
    4 terminus
    4 stp
    2 jtms
    2 predict
    2 snare
    2 cs
    20 land

    2 mentor
    2 moon
    2 surgical
    2 clique
    2 w/t
    2 fluster
    2 reb
    1 pyro

    r1 julians new elves WIN 2-1
    r2 dnt WIN 2 0
    r3 dnt WIN 2 0
    r4 sns WIN 2-1
    r5 deadguy ale w/ green WIN 2-1
    r6 ID
    r7 ID
    t8 lands WIN 2-1
    t4 split

    Congratulations! What can you tell us about your DnT and Sneak and Show matches? I'm curious how the predict miracles lists interacts with these decks.

  11. #9411

    Re: [DTB] Miracle Control

    Quote Originally Posted by AnziD View Post
    top 4d a 5k with predictable miracles (also top 8d and top 2d two 2ks)

    4 snap
    4 top
    4 cb
    4 brainstorm
    4 cb
    4 fow
    4 terminus
    4 stp
    2 jtms
    2 predict
    2 snare
    2 cs
    20 land

    2 mentor
    2 moon
    2 surgical
    2 clique
    2 w/t
    2 fluster
    2 reb
    1 pyro

    r1 julians new elves WIN 2-1
    r2 dnt WIN 2 0
    r3 dnt WIN 2 0
    r4 sns WIN 2-1
    r5 deadguy ale w/ green WIN 2-1
    r6 ID
    r7 ID
    t8 lands WIN 2-1
    t4 split
    Congrats! i'm interested about Spell Snare. how do you feel it has performed for you?

    i have been shifting in and out of them, occasionally switching it up with spell pierces, but have ended up cutting them all.

  12. #9412
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    Re: [DTB] Miracle Control

    For reference, when I play (something like Caleb Scherer's build of) ANT against Miracles, I board out Lotus Petals, Ad Nauseam, and flex slots, and bring in 2 Xantid Swarm, 3 Abrupt Decay, and 2 Carpet of Flowers. I play Empty the Warrens maindeck. The plan is to just play a land every turn, let the Counterbalance come down, and then win in the late game after destroying the Counterbalance. I think this is typical of most storm players' approaches to this matchup. I also think it is correct to keep 2 Swords to Plowshares and bring in Staticaster for Empty the Warrens.
    "I'm willing to imagine a TES where Past in Flames replaces Ill-Gotten Gains entirely, and we just don't play Diminishing Returns." - me, 29/09/2011
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  13. #9413

    Re: [DTB] Miracle Control

    That's why I suggested to drop a second Counterbalance if you can't find Canonist in this matchup.

    it makes us (virtually) immune to Abrupt Decay.

    Izzet Staticaster,
    Trickbind (in case)
    Flusterstorm
    Counterbalance
    Canonist
    Surgical Extraction

    They make this an, tipically, easy matchup.

    I am much more afraid of the new Eldrazi/Colorless thing.

    it plays

    4 Chalice,
    4 Trinisphere
    and it can drop in our face a 4/4 5/5 Eldrazi.

    those beasts are so mighty that Meekstone is useless..
    Mentor also doesn't really help given that they play Staff of Nin and they Trample anyway.

    Do you have suggestions for that matchup?

  14. #9414

    Re: [DTB] Miracle Control

    Quote Originally Posted by prepare4robots View Post
    The whole notion of fire//ice intrigues me. What drove you to include it in the MD? Were you looking for more removal? On the face of it I wouldn't think it would be worth the spots. How has it been performing?
    In fact i like very much the predict list and i wanted to try something else in that slot for aggroish meta. If majority of control, i'll go for predict, but if i expect elf, punishing blue, death and tax or tempo i'll certainly go for fire//ice

  15. #9415

    Re: [DTB] Miracle Control

    Recently someone posted GP Nagoya Legacy side event,

    http://mtg.bigmagic.net/article/%E3%...82%B9%E3%83%88

    My take-away from Miracles perspective:
    1. Japanese Miracles players love to play 3 FoW MD + 1 FoW SB. This is pretty much all-in assuming opponent game 1 is on fair deck.
    2. 22 lands with 1 Karakas. This is directly related to the 3 Ponders. I suppose you can make the case that running 21 should be fine if you decide to go 4 Ponders.

  16. #9416

    Re: [DTB] Miracle Control

    Quote Originally Posted by Misersoneof View Post
    Congratulations! What can you tell us about your DnT and Sneak and Show matches? I'm curious how the predict miracles lists interacts with these decks.
    RE: DNT - from my testing predict miracles performs much better against DNT than classic miracles. the fourth snap is extra removal and card advantage, predict allows you to pull ahead and find more of your removal spells, and spell snare is great at stealing tempo from the DNT player. the only really frightening thing is t1 aether vial + port, but having access to so much card advantage typically lets you grind through the early oppression DNT is good at

    RE: SNS - its not the best game 1, but i don't think the matchup is good for miracles preboard unless you have MD rebs or something. postboard is tricky, against a great SNT player you will have to find the right balance between aggression and protection to survive. predict is pretty good in that it can pull you ahead when both players are in the limbo "set up" phased, and the extra digging helps you find more cards to counter potential JTMS, clique, boseiju

    Quote Originally Posted by KZhang
    Congrats! i'm interested about Spell Snare. how do you feel it has performed for you?
    RE: snare - its been great. theoretically i don't like it. i actively try to hate it. but its just continued to perform, time and time again. its great early game interaction, its extremely cheap, and it fits into the predictable gameplan of being "more control-ly". what scenarios are you drawing it in where its bad?

  17. #9417

    Re: [DTB] Miracle Control

    Spell Snare is also better than Pyroblast and Spell Pierce in the Storm matchup.

    to be able to take down for sure Burning Wish and Infernal Tutor is half of the match

  18. #9418
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    Re: [DTB] Miracle Control

    This week is the first shot I'll have at a legacy tournament in a while and I am getting ready. I've been watching people play online and with the new modern eldrazi deck, there seem to be some people trying to bring it into legacy.

    The decks I've seen run trinispheres, thorns, petals, chalices, wastelands and sol lands. While I am not certain, I am pretty sure some people are going to try and spike tournaments with these new lists.

    I haven't changed my list in a while since I've been unable to hit tournaments and have been playing proxy vintage / cubing with my friends.

    My list is:
    2 Arid Mesa
    4 Flooded Strand
    3 Island
    1 Misty Rainforest
    2 Plains
    2 Polluted Delta
    1 Scalding Tarn
    3 Tundra
    3 Volcanic Island

    2 Monastery Mentor
    3 Snapcaster Mage

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


    Sideboard (15)

    1 Pithing needle
    1 Containment Priest
    1 Izzet Staticaster
    2 Flusterstorm
    2 Pyroblast
    1 Red Elemental Blast
    1 Rest in Peace
    1 Surgical Extraction
    3 Vendilion Clique
    2 Wear // Tear

    Off the top of my head, I think I'll want to add in the 4th terminus. Entreat also seems good. I'll also probably find room in the SB for a couple of blood moons. Any ideas on how I should ready my deck?

  19. #9419

    Re: [DTB] Miracle Control

    Quote Originally Posted by Misersoneof View Post
    This week is the first shot I'll have at a legacy tournament in a while and I am getting ready. I've been watching people play online and with the new modern eldrazi deck, there seem to be some people trying to bring it into legacy.

    The decks I've seen run trinispheres, thorns, petals, chalices, wastelands and sol lands. While I am not certain, I am pretty sure some people are going to try and spike tournaments with these new lists.

    I haven't changed my list in a while since I've been unable to hit tournaments and have been playing proxy vintage / cubing with my friends.

    My list is:
    2 Arid Mesa
    4 Flooded Strand
    3 Island
    1 Misty Rainforest
    2 Plains
    2 Polluted Delta
    1 Scalding Tarn
    3 Tundra
    3 Volcanic Island

    2 Monastery Mentor
    3 Snapcaster Mage

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


    Sideboard (15)

    1 Pithing needle
    1 Containment Priest
    1 Izzet Staticaster
    2 Flusterstorm
    2 Pyroblast
    1 Red Elemental Blast
    1 Rest in Peace
    1 Surgical Extraction
    3 Vendilion Clique
    2 Wear // Tear

    Off the top of my head, I think I'll want to add in the 4th terminus. Entreat also seems good. I'll also probably find room in the SB for a couple of blood moons. Any ideas on how I should ready my deck?
    In order to squeeze a 4th Terminus, I would probably cut a Jace or a Ponder. 3 Cliques in the board seem like a lot, but they may be correct. Vs. combo you already have a lot of cards, so you could probably cut a Clique, and possibly a Flusterstorm.

  20. #9420

    Re: [DTB] Miracle Control

    against Storm I just find Trickbind to be great.

    you can hide it on top and play it at the very last..
    you can flashback it with SnapMage..

    I am playing it in SB as a 2x against Storm in place of Canonist.. you just fear Xantid Swarm but we're playing Staticaster and Pyroclasm for them and Goblins anyway...

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