why not godhead of awe instead of humility? Then it's a finisher as well as a control piece. you will probably counter any dismembers coming. pitches to force if it needs to. not picky about which lands you have in play.
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Dark depths
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Disclaimer: The above person does not claim to have knowledge pertaining to the following subject: anything. Thus, said person may not be held liable for any mishaps/explosions that his advice incurs.
So what would you slot out in that case? I always feel like taking out counterbalance, since it feels like it's main role is that of an abrupt decay magnet. However, this often goes poorly for me since the RIP and Back to basics can now be easily decayed by my opponent who won't see any counterbalance on my side of the board that he/she has to save the decays for. Maybe the Vendilion Clique, since it often gets decayed/ punishing fired before it can do a lot of work? I however haven't tried using surgical extraction instead of rest in peace, so I can't comment on that yet.
So far, I'm using the same 60 card maindeck as Lossett since I don't feel that I can improve it at my current low level of understanding. Also, I enjoy winning in fancy ways, and Karakas tricks and ETA are much more fun for me than Monastery Mentor.
What do you guys think of the japanese master nobuo saito's list? with 61 cards, 2 predicts, 3 swords to plowshares with only 3 creatures caught my attention. Seems like a lot of japanese players till go for the traditional entreat plan with cliques in the main.
Planeswalker (3)
3 Jace, the Mind Sculptor
Creature (3)
2 Snapcaster Mage
1 Vendilion Clique
Sorcery (10)
1 Council's Judgment
3 Ponder
2 Entreat the Angels
4 Terminus
Instant (15)
4 Brainstorm
1 Spell Snare
3 Swords to Plowshares
1 Counterspell
2 Predict
4 Force of Will
Artifact (5)
1 Engineered Explosives
4 Sensei's Divining Top
Enchantment (4)
4 Counterbalance
Land (21)
2 Arid Mesa
4 Flooded Strand
4 Island
1 Mountain
2 Plains
4 Scalding Tarn
3 Tundra
1 Volcanic Island
61 Cards
Sideboard (15)
1 Vendilion Clique
1 Engineered Explosives
1 Containment Priest
1 Monastery Mentor
3 Flusterstorm
2 Pyroblast
1 Red Elemental Blast
1 Surgical Extraction
1 Wear // Tear
2 Back to Basics
1 Ensnaring Bridge
i play a similar list as the one posted above me. why he chose to play that style of deck could be a variety of factors. maybe he feels this way of building it is superior to the other builds. maybe it fits his playstyle and personal preferences better. perhaps he thought this build would give him the best chance of winning. whatever style of miracles deck you play, the thing to keep in mind is the decisions that are made during each game and how they play out. your build can affect decision making in so many ways. opening hands, ponders, etc. are you building towards the one big entreat turn to end the game? are you looking to slam a monastery mentor with double divining top and attack your opponent for a billion? are you trying to lock them out with legendary creature shenanigans? each build while playing many similar cards plays very differently from each other. try all the builds and see which one you make better decisions with, or have more fun with.
personally, i like the entreat builds because I like trying to control the game entirely until that one big entreat turn. i don't want to open my mentors up to removal in game 1, or put so many cantrips into my deck that i can't actually control the game because i've had to cut too many control cards. i also feel like i make better decisions each game with the entreat build than i do with the other builds. and when playing miracles, i feel that it's the little decisions that matter most. joe lossett even spoke in an article where he said that he prefers playing with cards on the table rather than cards in his hand. that's why he likes his legends build over the other builds. you have to find what works best for you.
Anders Thiesen Got to the Top8 of Eternal Weekend Europe with Miracles. Read his great report here!
https://thelibraryatpendrellvale.com...eu-legacy-6th/
Sib
Life is good
Thanks Das, Yu, and Bob; the power of blind flip.
https://youtu.be/P279kRHNYPc?t=39m5s
are the miracles decks that play Snapcaster mage as their only creature in the main outdated at this point? when I look at lists here is what I see. The majority of decks are playing Snapcaster Mage and Monastery Mentor in the main. Some are playing Losset's Miracles build. Few are playing Snapcaster Mage and Vendilion Clique. Very few are playing Snapcaster only.
The majority of decklists running Monastery Mentor in the main come from Magic Online where the metagame is different than on paper. Also, when running averages and comparisons, Monastery Mentor builds pull ahead of the other builds due to a bias of the majority of results coming in from Magic Online. Monastery Mentor might also be present more than any other build on Magic Online because of time constraints using the program.
Refer to Grand Prix Chiba where there were a lot of Monastery Mentor builds, but the one to come out ahead of all the others featured Vendilion Clique in the maindeck. Refer to some other tournaments like the Eternal Extravaganza and Sam Roukas took down the entire thing with only Snapcaster Mages in his maindeck. TC Decks also features a few tournaments with a large number of people that were won with either Snapcaster Mages only, or Snapcaster and Vendilion Clique.
So it seems like when it comes to paper magic high level tournaments, Monastery Mentor builds come up short in results. However, I think it's safe to say that the Monastery Mentor builds are the most popular build of Miracles currently (online and on paper).
I've been trying to analyze the strengths and weaknesses of each build in preparation for the Grand Prix and I'm struggling to figure out which version has the highest chance of success. Each build seems to excel against some decks while other builds seem to excel over others that don't seem to overlap.
(Note: For this comparison, I've left out Legends Miracles for 2 reasons. I have so little experience with that version of the deck, playing it would be a handicap. Also, I do not have access to double Moat.)
Monastery Mentor is really good against Eldrazi and Death and Taxes but really bad against Shardless BUG, Show and Tell, and Storm.
Vendilion Clique is really good vs Shardless BUG, Show and Tell, and Storm where Monastery Mentor is not.
Snapcaster as your only threat could be bad in the Miracles Mirror match if your opponent is running Mentors and Spell Snares and you are not.
Deathrite Shaman is in Shardless BUG and Grixis Delver and makes your Snapcasters worse. Which is why another creature threat may be needed. I think either of the 3 builds can handle Grixis Delver just fine.
So in a Grand Prix setting you have to expect the top tier decks, however you still have to be prepared against all the other decks that you may run into. Especially the decks that are there gunning for Miracles. With none of these decks overlapping, how are you supposed to figure out what the best version to play in this particular tournament setting?
How are you supposed to figure out whether to expect more aggressive creature based strategies or more combo and control type strategies?
Today i played @ the legacy championchip switzerland (84 player) with angelo cadej's MD.
The Deck felt insane. I get 3th/4th place in the top 8 and lost the semi to a teammate with jund in a close match(1:2). He won the whole Tournament.
I did some small missplays in the last match i think it's fine after just 3 Hours sleep:P
2:1 Sneak and Show
2:1 Infect
2:0 Infect
1:2 Eldrazi (bad missplay here)
2:0 Grixis Delver
2:0 Dredge
ID
Top 8:
2:0 Rug Delver ( Jonathan Alexanders list)
1:2 Jund
Against Eldrazi g3 otD would you keep this hand?
He mull to 6.
Hand was.
Volcanic island, Jace, fow, 2 Wear/Tear, BS,Snapi,
He played wasteland into needle after i keepet..
So today I run into a real tournament with the "Terminus-less" list I was testing (Terminus being replaced by Sudden Shock). While Sudden Shock was really strong against Elves and similar small-creatures based deck, it wasn't as good as it used to be online. I really missed Terminus and a couple of Kozilek's Return in sideboard would have been just superior. About Thing in the Ice, it was a great add-in against Tempo-Devler deck, and usually flip in 2 or 3 turn, wich was good, not the best-awesome-card, but good at what it does. The long and the short, this was a good test, and I enjoyed played the deck, but I'm back into "Standard" Miracle Mentor, much more stronger.
IT IS TWO AND A HALF MINUTES TO MIDNIGHT
The purpose of any moat is to impede attack. Some are filled with water, some with thistles. Some are filled with things best left unseen.
http://www.mtgsalvation.com/cards/ae...28081-disallow
if it only had a built-in Misdirection effect as well.. definitloy interesting in a pure Flashy build
Its biggest problem are our best cards: Jace and Mentor. Too bad.
Planeswalker's ultimate or worse that can always happen, Emrakul's Annihilator, Karakas rescue of Thalia or Teeg.
Also Storm is useful to counter.
The real point is anyway the built-in effect. You can play it as a plain CSpell or as a Stifle. Not bad.
With a Misdirection effect as well it would be a 3x in my deck.. it still doesn't solve Decay
To start:
Recruiter (red or white) trigger
Balustrade Spy trigger
Flicker trigger
Griselbrand draw 7 activation, this might be the difference if the player cannot pay another 7 life.
Delay Eye of Ugin activation for a turn
Delay Stage activation for a turn
Look, your counter-magic is probably useless when your opponent has a Cavern. This at least would give your counter-magic another mode.
Mentor does help close out games faster so you get less draws and run out of clock less on MTGO. I been running them main deck lately but I had them in the board for some builds.
3 mana for Disallow just seems terrible. You can not counter Show and Tell or Monastery Mentor on the draw. You can not counter Counterbalance on the play. More likely to get Dazed or Spell Pierced. Will have to actually try it though.
Just saying I would play 1x this instead of the Stifle the japanese player was playing in his list.
It can be also the sweetest play ever if you float it on top of library while the storm player goes off.
You can either counter the Infernal Tutor with Hellbent or the Storm trigger on the last spell.
Why would you leave things up to chance? Mulliganing is a way of reducing the factor of chance, especially in a hand that loose. The hand looks good but it's just so soft to so many things. If the Volc was a basic then it would be much better. But the fact that it's a Volc makes that hand really, really bad.
The purpose of any moat is to impede attack. Some are filled with water, some with thistles. Some are filled with things best left unseen.
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