I dropped a few of the eggs for more proactive cards, like Magma Jet and Spark Jolt. Both of those add to the gameplan about as much as the eggs, but have more of an effect on the board and can finish out the last few points of damage. There's a few ways to play it, depending on the opening hand and what is drawn. For example, sometimes it's right to just chain 4 Thunderous Wrath to race the opponent, while other times it's best to play the slow control game until we hit six mana and aren't relying on using the miracle mechanic, using the Reclaim and Revivals as bonus miracles instead. I haven't playtested it against tier decks at all, but it's doing extremely well in my weak meta. If nothing else, it's fun
That deck looks hilarious. Faithless Looting seems like a nobo with all of the miracle?
Can you talk more about your weak meta, what does this do well again. Maybe examples of good opening hands versus decent ones? How effective the baubbles are?
Faithless Looting is used to dump miracles that are in our opening hand and dig, setting up future Reclaims and Noxious Revivals. I usually try to dump all lootings after the first one to chain them unless I seriously need to dig for an answer. This gameplan essentially turns our graveyard into a toolbox of miracles, using Reclaim and Noxious Revival to use them as necessary.
The baubles are really there to pop miracles on the opponents' turns. My local meta is filled with decks like Hydra Stompy, Vamps (no Nighthawks, mostly the big Legendary fancy-looking ones), UG Plasma Capture (using the mana to play fatties), and a UR deck that uses that blue critter that's an Isochron Scepter. I also go to tournaments in Portsmouth, but I play Top Control there with success. I would not feel comfortable playing this deck there, it's mostly a fun deck that I've built for weaker metas. Playing Tier 1/2 stuff or Top Control in the weaker meta would end up meaning that no one would ever want to play.
My favorite opening hands are ones with a Treetop Village, so that I can put the opponent on a clock. A silly opening hand would be a couple of scrylands, a Faithless Looting, multiple copies of Reclaim/Noxious Revival, and a Thunderous Wrath. This sort of hand is just a clock.
I can't understand the argument of running less miracles so as to not get them in your opening hand. The deck's engine is driven off of miracle density and the ability to rip them off the top of the deck. Whatever is in your opening hand beyond some land and hopefully a small spell like a bolt or counter spell isn't critical. If the deck runs smooth ripping Bonfires and Terminus, we force a late game where hard casting miracles is fine anyways.
So that is 36 cards. I think we can runn 20 or 22 lands in this deck. That means we have spots free in the deck. Anyway, this is how this deck plays out: Put tempral Mastery in the gravyeard. Use your suit of 12 MM/Reclaim/Noxius Revival to put it on top of your libary and take a new turn. However this deck will not winn on this alone. Treasure Cruize helps to draw multiple cards. Faithles Looting and Taigamis Scheming can help us get going. Goblin Lore gets worse the later the game goes, but it is good to get us started. So what are the last 8 cards we need in the deck?
The contestents are Pyromanic Ascention, Isocron Scepter, Dictate of Khrupix, Think Twice or Howling Mine. Street Wraight and Githaxian Probe can thin the deck down to 52 cards. Once we manadge to start casting reclaim on isocron scepter we can take infenit turn.
Ideas Unbound might take the place of Goblin Lore. Then we might exchange red for something else. This deck will probably have some of the same problems that red/blue storm might have. It would be better vs discard and much worse vs scavenging ooze.
While the above list does not have a win condition, you would just need to include a one of. As soon as you start taking infinit turn eather by a "hard lock" isocron scepter, or a soft lock infenit turns manually. It sounds insane, but for anyone who saw the old "turbo land" deck, you will have respect for having 20 turns in a row.
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I have dyslexia, no I am not going to spell check for you, yes you have to live with the horrors of it.
@o_m_S - How are all those fetches working out? Having 12 fetches with really only 7 targets seems odd to me. This being more of a control deck I'd say you get pretty close to running out of Hallowed Fountains/islands in the late game. At least with the Flooded Strand you're able to get the single plains. Also having 12 fetches I'd likely say against aggressive decks you're going to have a hard time stabilizing with 12 points of life coming just from your fetches. Considered Timely Reinforcements any?
It seems like a UW control list except you don't have Wurmcoil/Batterskull, which would really give you reach end-game and also help with your life totals.
Also, I'm not sure I would run a full 4 Entreat. It would seem like there's going to be times where it gets stuck in your hand and then it's not very useful. It seems strange that you're not running Devastation Tide either. Since you're only running 6 actual non-land permanents it seems like it could give you a bunch of tempo against decks like Pod that play a lot of permanents.
Personally I don't see why you don't add 4 Steam Vents and throw in Bonfire of the Damned. It can be cast for 3 mana to take out 1/1 tokens and otherwise it's just awesome to miracle. In my opinion, a miracle deck should have at least 12 miracles otherwise you're not going to see them often enough to be a 'miracle deck'. Seems like a weak version of UW control with 2 miracles quite honestly. Stuff like Halimar Depths and Index just fall short when you've got an opponent putting you on a clock. Running red would also give you access to Pyroclasm/Whipflare/Anger of the Gods/L.Bolt/etc and you could throw in 1-2 of the weaker Thunderous Wrath if you wanted more miracles.
Losing access to Top makes it a little tricky for us modern players. When I was playing my miracle deck I used Lantern of Insight so I knew when a miracle was coming. And if I didn't need the top card I could mill it away via Codex Shredder, Ghoulcaller's Bell, or Thought Scour. I ran like 13-15 miracles and it was a total blast to play. Also a lot cheaper than your build with all those fetches. However my version did run 3 Mox Opal and Glimmervoids to hit the right colors.
I have to laugh a little, meaning no offense of course! But really? 5 miracles and you think it's a miracle deck? If you don't draw one in your opening hand you have little better than a 1 in 11 chance to hit a miracle. Yikes.
Legacy gets kinda spoiled having access to Top, Brainstorm, FoW, and Counterbalance. Counterbalance does nothing without Top in modern. You can read of all kinds of decks trying to make Counterbalance work in modern. It's really easier said than done and most people have given up on it. I'm sure you noticed it didn't do much in your testing. You just simply can't port that legacy miracle deck into modern. So there are a few different options we have in modern, and none of them are really tier 1.
First off, your list is a control list. You shouldn't have any problems getting to the late game where your miracles can be cast without needing to miracle them. If you do, you need to refine it to make it to the late game.
Another thing I notice is that aside from Terminus your deck has 4 creature control cards(PtE), 8 if you include Snapcaster. This is way way too low. Most modern decks run more than 8 creatures so I'm not sure what's up here. I don't count Terminus because it doesn't remove the creatures; they just get postponed by being shuffled into their deck. Eventually they'll draw them again and then you have to deal with them again. Against decks like Pod this is going to hurt you good.
I want to go over your draw spells and scrying action. In how many games I wonder did you keep digging and digging and find nothing? You have so many slots devoted to scry/draw that the amount of actual useful cards is very low. I play with a list running 12-13 miracles and I've never found I need See Beyond. It's a lackluster draw spell that nets no CA. At least Think Twice gives you an extra card and fits with the 'draw-go' theme.
In your list I count 10 cards that actually do something, they are: 2x Spell Snare, 4x Condescend, and 4x Path to Exile. Remand just delays a turn and Terminus temporarily removes the creatures until they draw them again(most decks shuffle their library too so the bottom of the library is irrelevant). Everything else just doesn't do a whole lot. Even Entreat the Angels does nothing if you can't give yourself a good board state before you miracle it. Enemies pack lots of creature hate, so it doesn't surprise me when you get a few vanilla 4/4's that they get destroyed before you can win with them. Now if you have say 7 or 8 tokens that's a lot more difficult to wipe out unless they pack Supreme Verdict or Day of Judgment, which this deck definitely should be running!
In all honesty I think you put together your list thinking you'd get to port the legacy deck into modern, hoping that it was good enough. What you failed to take into account is that if you don't miracle you're basically doing nothing the whole game. You have so much devoted to the miracle mechanic, while only having 5 miracles in your deck. With the legacy deck even if they don't miracle they have FoW and the Counterbalance/Top strategy, which is awesome but we just don't have access to in modern.
Now for my advice, if you want to continue to improve this find a UW control list and add a couple miracles to it and see how you like it. A control list shouldn't have any problems hardcasting those miracle late game. See if you can't revise it to be a UW control list with added miracles. Also, it appears like you took the same miracles the legacy deck uses and just put them into this modern shell hoping it would work. Keep in mind you also have Devastation Tide(which is a pretty good control card), Banishing Stroke, and Temporal Mastery. For a control list hardcasting any of these shouldn't be too much of an issue.
I hope I've given you some food for thought and I didn't intend to be harsh. I've given you a bunch of cards that you could add to improve your deck and sincerely hope you don't throw this idea away and keep working on it!
If I can help let me know..
If you want you can give this list a try. It has some powerful synergies going on with it. It features the 'top control' lock with Ensnaring Bridge + Lantern + Shredder/Bell. This allows you to see when miracles are coming and remove unwanted cards so opponent doesn't draw them. This is a powerful synergy and goes really well with miracles. Typically with the 'top lock' out and a Bridge you can sit and wait forever for the opponent to just get sick of being unable to do nothing and scoop. I know the land base is a bit shaky, but it seems to work decent enough for me. If you want to have fun with miracles this definitely will get a few miracles off.
I don't run Temporal Mastery and Entreat the Angels in my build because Bridge turns off the angels and mastery is mostly unneeded. Thunderous Wrath I've tried as a 2-of and in all cases I miracle it I wished it was Bonfire instead. The green miracle just doesn't have a place in a build without creatures.
Wow, didn't know there were some people actually looking into Miracles being a thing. I've been tinkering with a list recently and testing against a few decks. I'm not sure how to do deck tags, but hopefully the core of what I'm trying to make the deck will make sense. All the numbers are tweakable but I'm starting to really like how it performs.
So I haven't looking into the graveyard way of using Noxious Revival to set up miracles, but it seems like you're working too hard to get them to work. Perhaps Mystic Speculation and Crystal Ball are too many in my list so far, but they are some of the cards I'm the most happy to see. Scrying 3 for 3 mana each turn is fine since Terminus gives a lot of time against aggro decks. Perhaps adding a Devastation Tide or two would be good since I sometimes find myself needing a sweeper and cant find it, but even if its not the best deck, it sure is fun to play.
So I've been working on a list with 4 Crystal Ball and 3 Counterbalance and it has been what has finally allowed the deck to have game against super aggressive decks. Sure its no top/brainstorm, but when it is in play, it will counter a lot of stuff. Plus, using Noxious Revival to stack the top of the deck from the graveyard in a pinch is actually better than I though initially. I've actually been liking keeping the miracle count around 6 with 4 Terminus and 2 Entreat the Angels. I am wondering if the deck wants one big beater as a third wincon besides Entreat the Angels, but 3 Augury Owls and 1 Venser, Shaper Savant do ok for now. More testing will come.
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
So I found that probably this decks worst types of matchups are super fast decks that kill before you can get topdeck manipulation online, so I've added 2 maindeck Condemns. It has been really great since I don't really care about them gaining life and it gives the extra turn or two to get the late game engine going. Augury Owl and Halimar Depths have both been my favorite cards to see in my opener since they effectively let me see if I can prepare for any miracles. Bonfire of the Damned has also been solid. Not amazing, but it does a good job a clearing small blockers early, and late lets me hit my opponent for a bunch of life. The decks still not great, but playing it more and more has led to more wins.
Currently looking into Vendilion Clique as a possible replacement for See Beyond. It can get miracles out of your hand if needed and also gives another win condition besides Entreat the Angels which is good. It is a card that can be used to set up the miracles, but in itself is a good card too. I've still been struggling to deal with decks that drop early creature followed by burn. Zoo is a tough MU.
I have a 5 color (BRUgw) miracles deck that I'm constantly tweaking. Use Mana Confluence to help with the mana fixing; but mana is rarely an issue except for drawing a miracle early in the game before i have the mana to support it.
But apparently the combo I had in mind - doesn't even work with it. So never mind on Epic Experiment.
Then I have 1 of's instant's for various situations (basically a mini toolbox for Mystical). Pulse of the Fields for example.
Because of the extreme life gain this deck is capable of - It has a pretty favorable matchup against most aggro/burn decks. It struggles hard against control (discard or counterspell variety)/tron/infect.... And any deck that is so poorly built that the creator has to rely on blood moon to win their game (can't tell you the amount of terrible red decks that I've seen win simply off of getting 1 of them down).
Is there for long games; and the few times - I've put the Ultimatum on top and Epic Experiment for 1. The only drawback is it's bad interaction with Angels.
Uhm, I think you might want to reconsider that plan.
They left out the part where Yawgmoth is resurrected,but has been cleansed as Yawgmoth the Redeemed,and now must awaken Chromium so that Karn can fuse with him and create what can only be known as : the ultimate taco.
Is there for long games; and the few times - I've put the Ultimatum on top and Epic Experiment for 1. The only drawback is it's bad interaction with Angels.
Uhm, I think you might want to reconsider that plan.
I couldn't figure out why you were saying that at first, then I actually read the card. Yeah, definitely never mind on the Epic Experiment. Selling this back asap. Might still keep the Cruel Ultimatum on though, but it's main reason was for that "combo" (which doesn't work afterall)
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'We are goblinkind, heirs to the mountain empires of chieftains past. Rest is death to us, and arson is our call to war.' - Goblin Chieftain
I have a 5 color (BRUgw) miracles deck that I'm constantly tweaking. Use Mana Confluence to help with the mana fixing; but mana is rarely an issue except for drawing a miracle early in the game before i have the mana to support it.
But apparently the combo I had in mind - doesn't even work with it. So never mind on Epic Experiment.
Then I have 1 of's instant's for various situations (basically a mini toolbox for Mystical). Pulse of the Fields for example.
Because of the extreme life gain this deck is capable of - It has a pretty favorable matchup against most aggro/burn decks. It struggles hard against control (discard or counterspell variety)/tron/infect.... And any deck that is so poorly built that the creator has to rely on blood moon to win their game (can't tell you the amount of terrible red decks that I've seen win simply off of getting 1 of them down).
You might actually be able to use Sultai Ascendancy to help miracle!
The cliques are great for cleaning up your hand if you have unwanted miracles. I might move to 2 in the main. Telling Time is really vital, as it lets you sculpt your next draw, although it works best with 1-mana cantrips. I might throw in some quickens just to serve that funtion. Jace, while slow, really gets you moving if you can get him online. Facing down a goyf isn't really an issue since he has pretty high loyalty. I was going to go with colonade, but at just 24 lands, it's a little expensive. Mutavault does pretty well. Doesn't dodge bolt and no evasion sucks, but it's a decent cheap threat, plus it plays nice with terminus and devastation tide.
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Modern: UWR Breach, UWB Esper control
Legacy: UW RiP/Helm, UR Sneak and Show
What about Narset Transcendent? I haven't gotten to look into it cause I haven't bought one yet, but it seems like a solid way to get card advantage slowly while also giving you knowledge of your future hand. Then her -2, on an entreat....even if for 2 or 3. Seems good. Also, Cliques are getting reprinted so possibly they'll come down from $60 where theyve been.
Yes of course, but still you get to play a wrath twice or entreat twice. Sometimes they get stuck in your hand and being able to play them again would be legit.
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4 Temple of Abandon
4 Temple of Plenty
4 Temple of Triumph
3 Treetop Village
4 Terminus
4 Thunderous Wrath
2 Bonfire of the Damned
4 Spark Jolt
4 Magma Jet
4 Conjurer's Bauble
3 Mishra's Bauble
4 Faithless Looting
4 Reclaim
4 Noxious Revival
I dropped a few of the eggs for more proactive cards, like Magma Jet and Spark Jolt. Both of those add to the gameplan about as much as the eggs, but have more of an effect on the board and can finish out the last few points of damage. There's a few ways to play it, depending on the opening hand and what is drawn. For example, sometimes it's right to just chain 4 Thunderous Wrath to race the opponent, while other times it's best to play the slow control game until we hit six mana and aren't relying on using the miracle mechanic, using the Reclaim and Revivals as bonus miracles instead. I haven't playtested it against tier decks at all, but it's doing extremely well in my weak meta. If nothing else, it's fun
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
Can you talk more about your weak meta, what does this do well again. Maybe examples of good opening hands versus decent ones? How effective the baubbles are?
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
The baubles are really there to pop miracles on the opponents' turns. My local meta is filled with decks like Hydra Stompy, Vamps (no Nighthawks, mostly the big Legendary fancy-looking ones), UG Plasma Capture (using the mana to play fatties), and a UR deck that uses that blue critter that's an Isochron Scepter. I also go to tournaments in Portsmouth, but I play Top Control there with success. I would not feel comfortable playing this deck there, it's mostly a fun deck that I've built for weaker metas. Playing Tier 1/2 stuff or Top Control in the weaker meta would end up meaning that no one would ever want to play.
My favorite opening hands are ones with a Treetop Village, so that I can put the opponent on a clock. A silly opening hand would be a couple of scrylands, a Faithless Looting, multiple copies of Reclaim/Noxious Revival, and a Thunderous Wrath. This sort of hand is just a clock.
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
4 Noxius Revival
2 Isocron Scepter
4 Taigami's Scheming
4 Remmand
4 Time Warp
4 Thought Scouer
4 Gitaxian Probe
3 Snapcaster Mage
2 Entreat the Angels
4 Tempral Mastery
3 Terminus
4 Dictate of Khrupix
2 Jace Beleren
Trim the fat and the numbers and go to town. Idealy a combination of miracles and take infinit turn deck.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
4 Reclaim
4 Noxius Revival
4 Thought Scouer
4 Snapcast Mage
4 Goblin Lore
4 Taigam's Scheming
4 Temporal Mastery
4 Treasure Cruize
So that is 36 cards. I think we can runn 20 or 22 lands in this deck. That means we have spots free in the deck. Anyway, this is how this deck plays out: Put tempral Mastery in the gravyeard. Use your suit of 12 MM/Reclaim/Noxius Revival to put it on top of your libary and take a new turn. However this deck will not winn on this alone. Treasure Cruize helps to draw multiple cards. Faithles Looting and Taigamis Scheming can help us get going. Goblin Lore gets worse the later the game goes, but it is good to get us started. So what are the last 8 cards we need in the deck?
The contestents are Pyromanic Ascention, Isocron Scepter, Dictate of Khrupix, Think Twice or Howling Mine. Street Wraight and Githaxian Probe can thin the deck down to 52 cards. Once we manadge to start casting reclaim on isocron scepter we can take infenit turn.
Ideas Unbound might take the place of Goblin Lore. Then we might exchange red for something else. This deck will probably have some of the same problems that red/blue storm might have. It would be better vs discard and much worse vs scavenging ooze.
While the above list does not have a win condition, you would just need to include a one of. As soon as you start taking infinit turn eather by a "hard lock" isocron scepter, or a soft lock infenit turns manually. It sounds insane, but for anyone who saw the old "turbo land" deck, you will have respect for having 20 turns in a row.
It seems like a UW control list except you don't have Wurmcoil/Batterskull, which would really give you reach end-game and also help with your life totals.
Also, I'm not sure I would run a full 4 Entreat. It would seem like there's going to be times where it gets stuck in your hand and then it's not very useful. It seems strange that you're not running Devastation Tide either. Since you're only running 6 actual non-land permanents it seems like it could give you a bunch of tempo against decks like Pod that play a lot of permanents.
Personally I don't see why you don't add 4 Steam Vents and throw in Bonfire of the Damned. It can be cast for 3 mana to take out 1/1 tokens and otherwise it's just awesome to miracle. In my opinion, a miracle deck should have at least 12 miracles otherwise you're not going to see them often enough to be a 'miracle deck'. Seems like a weak version of UW control with 2 miracles quite honestly. Stuff like Halimar Depths and Index just fall short when you've got an opponent putting you on a clock. Running red would also give you access to Pyroclasm/Whipflare/Anger of the Gods/L.Bolt/etc and you could throw in 1-2 of the weaker Thunderous Wrath if you wanted more miracles.
Losing access to Top makes it a little tricky for us modern players. When I was playing my miracle deck I used Lantern of Insight so I knew when a miracle was coming. And if I didn't need the top card I could mill it away via Codex Shredder, Ghoulcaller's Bell, or Thought Scour. I ran like 13-15 miracles and it was a total blast to play. Also a lot cheaper than your build with all those fetches. However my version did run 3 Mox Opal and Glimmervoids to hit the right colors.
Anyways food for thought, happy brewing!
Legacy gets kinda spoiled having access to Top, Brainstorm, FoW, and Counterbalance. Counterbalance does nothing without Top in modern. You can read of all kinds of decks trying to make Counterbalance work in modern. It's really easier said than done and most people have given up on it. I'm sure you noticed it didn't do much in your testing. You just simply can't port that legacy miracle deck into modern. So there are a few different options we have in modern, and none of them are really tier 1.
First off, your list is a control list. You shouldn't have any problems getting to the late game where your miracles can be cast without needing to miracle them. If you do, you need to refine it to make it to the late game.
Another thing I notice is that aside from Terminus your deck has 4 creature control cards(PtE), 8 if you include Snapcaster. This is way way too low. Most modern decks run more than 8 creatures so I'm not sure what's up here. I don't count Terminus because it doesn't remove the creatures; they just get postponed by being shuffled into their deck. Eventually they'll draw them again and then you have to deal with them again. Against decks like Pod this is going to hurt you good.
I want to go over your draw spells and scrying action. In how many games I wonder did you keep digging and digging and find nothing? You have so many slots devoted to scry/draw that the amount of actual useful cards is very low. I play with a list running 12-13 miracles and I've never found I need See Beyond. It's a lackluster draw spell that nets no CA. At least Think Twice gives you an extra card and fits with the 'draw-go' theme.
In your list I count 10 cards that actually do something, they are: 2x Spell Snare, 4x Condescend, and 4x Path to Exile. Remand just delays a turn and Terminus temporarily removes the creatures until they draw them again(most decks shuffle their library too so the bottom of the library is irrelevant). Everything else just doesn't do a whole lot. Even Entreat the Angels does nothing if you can't give yourself a good board state before you miracle it. Enemies pack lots of creature hate, so it doesn't surprise me when you get a few vanilla 4/4's that they get destroyed before you can win with them. Now if you have say 7 or 8 tokens that's a lot more difficult to wipe out unless they pack Supreme Verdict or Day of Judgment, which this deck definitely should be running!
Where's the Batterskull? Wurmcoil Engine? Geist of Saint Traft? Drogskol Reaver? Consecrated Sphinx? All decent cards for control decks and they're all on color for you. Also I would find room for Dig Through Time, Gitaxian Probe, and maybe a few planeswalkers. Elspeth and Jace come to mind. This gives you a much better option against decks if you aren't able to find the miracle.
In all honesty I think you put together your list thinking you'd get to port the legacy deck into modern, hoping that it was good enough. What you failed to take into account is that if you don't miracle you're basically doing nothing the whole game. You have so much devoted to the miracle mechanic, while only having 5 miracles in your deck. With the legacy deck even if they don't miracle they have FoW and the Counterbalance/Top strategy, which is awesome but we just don't have access to in modern.
Now for my advice, if you want to continue to improve this find a UW control list and add a couple miracles to it and see how you like it. A control list shouldn't have any problems hardcasting those miracle late game. See if you can't revise it to be a UW control list with added miracles. Also, it appears like you took the same miracles the legacy deck uses and just put them into this modern shell hoping it would work. Keep in mind you also have Devastation Tide(which is a pretty good control card), Banishing Stroke, and Temporal Mastery. For a control list hardcasting any of these shouldn't be too much of an issue.
I hope I've given you some food for thought and I didn't intend to be harsh. I've given you a bunch of cards that you could add to improve your deck and sincerely hope you don't throw this idea away and keep working on it!
If I can help let me know..
4x Lantern of Insight
4x Codex Shredder
3x Ghoulcaller's Bell
3x Mox Opal
3x Mishra's Bauble
2x Ensnaring Bridge
3x Terminus
2x Banishing Stroke
2x Bonfire of the Damned
3x Vanishment
2x Devastation Tide
2x Noxious Revival
3x Faithless Looting
3x Blind Obedience
4x Glimmervoid
4x Darksteel Citadel
1x Ghost Quarter
1x Tendo Ice Bridge
1x Reflecting Pool
1x Gemstone Mine
1x Wooded Foothills
1x Temple Garden
1x Hallowed Fountain
1x Godless Shrine
1x Sacred Foundry
1x Academy Ruins
1x Mountain
1x Island
1x Plains
If you want you can give this list a try. It has some powerful synergies going on with it. It features the 'top control' lock with Ensnaring Bridge + Lantern + Shredder/Bell. This allows you to see when miracles are coming and remove unwanted cards so opponent doesn't draw them. This is a powerful synergy and goes really well with miracles. Typically with the 'top lock' out and a Bridge you can sit and wait forever for the opponent to just get sick of being unable to do nothing and scoop. I know the land base is a bit shaky, but it seems to work decent enough for me. If you want to have fun with miracles this definitely will get a few miracles off.
I don't run Temporal Mastery and Entreat the Angels in my build because Bridge turns off the angels and mastery is mostly unneeded. Thunderous Wrath I've tried as a 2-of and in all cases I miracle it I wished it was Bonfire instead. The green miracle just doesn't have a place in a build without creatures.
7x Creatures
2x Omenspeaker
2x Snapcaster Mage
1x Baneslayer Angel
1x Glen Elendra Archmage
1x Venser, Shaper Savant
6x Miracles
4x Terminus
2x Entreat the Angels
23x Support Cards
4x Mystic Speculation
3x Crystal Ball
4x Path to Exile
2x Counterbalance
3x Mana Leak
4x Think Twice
3x See Beyond
24x Lands
4x Flooded Strand
4x Polluted Delta
2x Marsh Flats
3x Hallowed Fountain
3x Glacial Fortress
5x Island
3x Plains
So I haven't looking into the graveyard way of using Noxious Revival to set up miracles, but it seems like you're working too hard to get them to work. Perhaps Mystic Speculation and Crystal Ball are too many in my list so far, but they are some of the cards I'm the most happy to see. Scrying 3 for 3 mana each turn is fine since Terminus gives a lot of time against aggro decks. Perhaps adding a Devastation Tide or two would be good since I sometimes find myself needing a sweeper and cant find it, but even if its not the best deck, it sure is fun to play.
My 180 Modern Bordered Only Cube
Don't have the exact list in front of me.
But I use:
4X Grove of the Burnwillows to activate Needbite Trap.
Then I use
Basically trying to get maximum value out of Thunderous and Needlebite.
To manipulate and dump:
To Tutor:
2X Mystical Teachings
And last:
1X Epic ExperimentBut apparently the combo I had in mind - doesn't even work with it. So never mind on Epic Experiment.Then I have 1 of's instant's for various situations (basically a mini toolbox for Mystical). Pulse of the Fields for example.
Because of the extreme life gain this deck is capable of - It has a pretty favorable matchup against most aggro/burn decks. It struggles hard against control (discard or counterspell variety)/tron/infect.... And any deck that is so poorly built that the creator has to rely on blood moon to win their game (can't tell you the amount of terrible red decks that I've seen win simply off of getting 1 of them down).
Uhm, I think you might want to reconsider that plan.
I couldn't figure out why you were saying that at first, then I actually read the card. Yeah, definitely never mind on the Epic Experiment. Selling this back asap. Might still keep the Cruel Ultimatum on though, but it's main reason was for that "combo" (which doesn't work afterall)
You might actually be able to use Sultai Ascendancy to help miracle!
2 Izzet Charm
3 Lightning Bolt
1 Logic Knot
2 Mana Leak
2 Noxious Revival
3 Path to Exile
2 Spell Snare
4 Telling Time
2 Think Twice
2 Thunderous Wrath
1 Devastation Tide
1 Entreat the Angels
2 Serum Visions
2 Temporal Mastery
2 Terminus
2 Snapcaster Mage
1 Vendilion Clique
Planeswalkers 2
2 Jace, the Living Guildpact
Lands 24
2 Hallowed Fountain
2 Arid Mesa
1 Desolate Lighthouse
4 Flooded Strand
3 Island
1 Mountain
2 Mutavault
2 Plains
3 Scalding Tarn
1 Breeding Pool
2 Steam Vents
1 Sacred Foundry
1 Engineered Explosives
1 Relic of Progenitus
2 Detention Sphere
2 Stony Silence
1 Batterskull
1 Celestial Purge
1 Counterflux
1 Sphinx's Revelation
1 Wear//Tear
1 Sowing Salt
1 Supreme Vertict
1 Terminus
1 Vendillion Clique
The cliques are great for cleaning up your hand if you have unwanted miracles. I might move to 2 in the main. Telling Time is really vital, as it lets you sculpt your next draw, although it works best with 1-mana cantrips. I might throw in some quickens just to serve that funtion. Jace, while slow, really gets you moving if you can get him online. Facing down a goyf isn't really an issue since he has pretty high loyalty. I was going to go with colonade, but at just 24 lands, it's a little expensive. Mutavault does pretty well. Doesn't dodge bolt and no evasion sucks, but it's a decent cheap threat, plus it plays nice with terminus and devastation tide.
Legacy: UW RiP/Helm, UR Sneak and Show
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW