The Miracle mechanic just seems like the worst kind of thing I've seen in the game for some time, it's like making coinflip cards so good they're tournament viable. I don't know, discuss, seems like the death of magic to me, all over, they just George Lucased us I think.
Wizards wants to make luck an even bigger factor in the game so even complete noobs can lucksack their way into a miraculous victory. Same reason creatures keep getting better and Mana Leak is now considered "too good" - market research shows they can make more money if they cater to casuals instead of hardcore players.
If it's an opinion, it's good to start with "I think" or "I believe".
It's a gimmick for a set, to sell it. It's fun, but it's still a coin-flip. The only one that will be played will be the ones that are good without Miracle, such as Entreat the Angels. Players still value consistency over explosiveness. If you value the cards without Miracle, most of them suck.
I find it a little funny how little conviction your post has.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
It seems to me that the miracle mechanic is a reasonable 'build around me' mechanic. I thins with a fair amount of library manipulation you can get a little more consistency out of the miracle mechanic.
I don't mind being beaten by a much less skilled player becuase they hit a miracle card at just the right moment. As a skilled player it just makes me want to plan to take a possible miracle into account in those matches where I know the other player has them in their deck.
I hated DFCs with a passionate vengence, but miracle seems ok to me.
uranium is a pessimist, look not everything is a massive conspiracy to obtain more money. It isn't even a good way to get money, compedative scenes help games make money. and furthermore WotC are swimming in money.
a new hope is similarly pessimistic.
Miracles are fun thats it, nothing deeper than that. the mechanic is fun so it is being played, it is a game it is supposed to be fun if you aren't enjoying it you need a new game.
I agree that only the ones that are good without mircles will see play Bonfire for the damned, terminus, devistation tide, entreat the angels, reforge the soul and temporal mastery could all see play. thunderous wraith ... hmm I might under value that a little. oh look thats heaps of them!
miracle is a reason to not draw cards (at least in your turn) and so work much much better in decks that don't draw a ton of cards, the constancy that card draw gives you for blue decks is being offset by the raw power of drawing a miracle.
(ponder does not improve miracles, just removes the risk of drawing one on a second draw in a turn).
luck has always been a part of the game deal with it.
After actually playing them in AVR, I honestly don't think they'll be much of a problem. The way I see it, there are three ways that a Miracle spell can impact a game:
1) Maximum exploitation - scry or Top-like effects turn the top card of the library into a Miracle card and then draw it in an opponent's turn. This'll need a pretty big set-up to function consistently, so it'll be like any other combo, except that you can only cast a single Miracle'd spell each turn. This functions better in multiplayer, for obvious reasons. With cards like Temporal Mastery, this could quite nasty, but will still need a big setup to function more than once.
Gained from Miracle: Limited access to low-cost instant-speed spells.
2) Mana saver - you cast Terminus or Banishment for only one mana and get to cast another spell as well this turn. However, you can only cast the spell when you draw the card, and not later in the turn.
Gained from Miracle: Very limited access to low-cost spells.
3) Useless card - for example your opponent has Niv-Mizzet on the battlefield and you draw Reforge the Soul; or maybe you draw Entreat the Angels with access to only 2 mana. Either way, the card costs more than it usually would have, because it also has the Miracle alternative cost.
Gained from Miracle: High-cost spells with no limits on playability.
In none of the above situations will you get distinct card advantage when compared to playing a Day of Judgment or a Decree of Justice, only a one-time offer of a reduced mana cost. With Banishment, you aren't getting a free removal spell compared to Time Ebb - you're down a card after all. With Temporal Mastery, you're not getting two turns in a row - you're only getting one-and-a-half, since you've blown mana and a card draw on Miracl'ing the Temporal Mastery in the first place.
All in all, the Miracle keyword seems fun, and only slightly above current power level.
If it's an opinion, it's good to start with "I think" or "I believe".
Don't you mean "I think if it's an opinion it's good to start with 'I think' or 'I believe'"? Since "good" is clearly subjective.
"I think" is redundant because everything you type or say you "think". Discerning between opinion and fact is pretty trivial; there is no need to go to extra lengths to clue the reader in.
Luck will always be a factor in MtG and it always has been. A "hardcore" player will find more ways to exploit the miracle mechanic than a "casual" player.
Cascade was worse in standar, and magic's still alive.
For me.. bituminus into bloodbraid elf into malestrom pulse is not comparable than having to draw a terminus in the right moment to play it with miracle...
Standar has ponder as the only library manipulation, and soon will be out...
Miracles can be random for the good, but also for the bad..
I played against a crazy deck that used think twice to draw into miracles during my turn. Instant speed Terminus was VERY annoying but it never felt game breaking because he had to weaken his suite of answers so he could possibly hit an answer during my turn. I think annoying is the most this mechanic will ever be. And I think people are way under valuing Thunderous Wrath. For R it's insane and for 6cmc in a red deck that's getting flooded you can win the game instead of dropping another out classed body or incinerating them for less than lethal. I use it in my boros deck and it's a PERFECT finisher. People will do anything they can to stay above 3 against a burn deck but 5 is usually not on their radar.
Miracles is just another bead in the long string of things Wizards introduced to make the game luck based. First they introduced shuffling. I mean really? I can't stack my deck? The game now revolves around lucksack noobs top-decking answers. Then they added lands. I mean really? I now have to draw mana sources of the proper color to play my cards? By then the game was pure-luck-based. But, no, not enough!, they had to add that my opponent can play spells and, worse of all, keep their hand hidden from me all the time! Woohoo, you just happened to doom blade my dragon! How could I know? /flip table rage quit.
if you build around them, miracles could be bad for your opponent. i built a miracle deck...and people rage quit after the miracles start popping off because i will them to lol.
this happens all the time in my matches, so i'm going to give an example
turn 2 - untap, draw, thunderous wrath, lay land, pass
end of their turn - noxious thunderous back to top
turn 3 - untap, draw, thunderous, lay land, pass
end of their turn - snapcaster, noxious, thunderous on top
turn 4 - untap, draw, thunderous, they scoop
thats just one way to do it. another way which is VERY effective is to dump the miracles with looting in the beginning, and on turn 5, start the control. like this.
turn 5 - lay Desolate Lighthouse pass
opponents turn - they swing with a crap ton of creatures/inkmoths (for theory sake)
response - noxious Terminus on top your library, Loothouse into terminus, profit
you can literally keep that up every turn as long as you have Noxious Revival and Snapcaster Mage in your deck. wait for them to swing with Gideon and sink him to the bottom. its definitely awesome. try it out...its fun
if you build around them, miracles could be bad for your opponent. i built a miracle deck...and people rage quit after the miracles start popping off because i will them to lol.
this happens all the time in my matches, so i'm going to give an example
turn 2 - untap, draw, thunderous wrath, lay land, pass
end of their turn - noxious thunderous back to top
turn 3 - untap, draw, thunderous, lay land, pass
end of their turn - snapcaster, noxious, thunderous on top
turn 4 - untap, draw, thunderous, they scoop
thats just one way to do it. another way which is VERY effective is to dump the miracles with looting in the beginning, and on turn 5, start the control. like this.
turn 5 - lay Desolate Lighthouse pass
opponents turn - they swing with a crap ton of creatures/inkmoths (for theory sake)
response - noxious Terminus on top your library, Loothouse into terminus, profit
you can literally keep that up every turn as long as you have Noxious Revival and Snapcaster Mage in your deck. wait for them to swing with Gideon and sink him to the bottom. its definitely awesome. try it out...its fun
For this to work you had to have 3 land, snapcaster, noxious all in your opening hand and luck into a turn 2 thunderous. Seems like you'd have to hit a perfect hand with 0 disruption by your opponent.
For your second example you had to get a terminus into your graveyard some how and have a U,R, and W land. Just so you can do what gutshot does to an inkmoth. or any board wipe would do to their field of creatures...
These are combos that require a lot of effort AND luck that don't just win you the game... Sure it's fun to do 15 damage to your opponent by turn 4 but it's just not something to count on.
if you build around them, miracles could be bad for your opponent. i built a miracle deck...and people rage quit after the miracles start popping off because i will them to lol.
this happens all the time in my matches, so i'm going to give an example
turn 2 - untap, draw, thunderous wrath, lay land, pass
end of their turn - noxious thunderous back to top
turn 3 - untap, draw, thunderous, lay land, pass
end of their turn - snapcaster, noxious, thunderous on top
turn 4 - untap, draw, thunderous, they scoop
thats just one way to do it. another way which is VERY effective is to dump the miracles with looting in the beginning, and on turn 5, start the control. like this.
turn 5 - lay Desolate Lighthouse pass
opponents turn - they swing with a crap ton of creatures/inkmoths (for theory sake)
response - noxious Terminus on top your library, Loothouse into terminus, profit
you can literally keep that up every turn as long as you have Noxious Revival and Snapcaster Mage in your deck. wait for them to swing with Gideon and sink him to the bottom. its definitely awesome. try it out...its fun
Miracles are fine, but some simply have a way too big upside in cost reduction, which makes the difference between miracle and casting them extremly huge.
Madness for example was similiar, you could draw them and with an discard out you could easily play them for a reduced cost. And you had total controll over that, while miracles are way harder to pull of, but also give a much bigger reward in cost reduction.
Instant discard is funny a solution against miracle, but historical we nearly have no instant discard, and the ones we have just discard a card, not like Duress.
But an instant speed discard would be NEEDED in this set, especially as black got no miracle, i would have put a instant Duress in the set, that had a trigger for miracle (in case your opponent miracles, you can play it as instant, easy thing).
As it stands right now, we are in a world of random miracle topdecks, that simply decide a game totally based on luck which is not really in controll of the player.
Its similiar to cascade in a way, which also started a total annoying Standard Season full of Cascade crap, were players "randomly" win by getting the nuts cascade.
Similiar to cascade a bunch of combo decks might abuse the mechanic, but that is to be shown (at least we got no miracle creature, and mostly just removal spells).
For this to work you had to have 3 land, snapcaster, noxious all in your opening hand and luck into a turn 2 thunderous. Seems like you'd have to hit a perfect hand with 0 disruption by your opponent.
For your second example you had to get a terminus into your graveyard some how and have a U,R, and W land. Just so you can do what gutshot does to an inkmoth. or any board wipe would do to their field of creatures...
These are combos that require a lot of effort AND luck that don't just win you the game... Sure it's fun to do 15 damage to your opponent by turn 4 but it's just not something to count on.
so...i'd need 5 cards out of 7 lol. 8 if i'm on the draw. its not as hard as it seems. U,R,W isnt that hard either lol. Seachrome, Island, Sulfur? sure, its a pretty good hand, but it IS doable more times than you'd think.
as for dumping them, just dump them with Faithless Looting, simple. also, board wipes are generally sorcery's and dont hit gideon when he swings...this does. it leaves a lot open, because realistically you'd need 5 mana open, and if your playing control, that isnt a problem generally. so...wipe the board, next turn lay a titan.
what i pointed out is just ONE thing that can be done. Miracles are pretty good...especially if you build around them right. thats all
Miracles are fine, but some simply have a way too big upside in cost reduction, which makes the difference between miracle and casting them extremly huge.
Madness for example was similiar, you could draw them and with an discard out you could easily play them for a reduced cost. And you had total controll over that, while miracles are way harder to pull of, but also give a much bigger reward in cost reduction.
Instant discard is funny a solution against miracle, but historical we nearly have no instant discard, and the ones we have just discard a card, not like Duress.
But an instant speed discard would be NEEDED in this set, especially as black got no miracle, i would have put a instant Duress in the set, that had a trigger for miracle (in case your opponent miracles, you can play it as instant, easy thing).
As it stands right now, we are in a world of random miracle topdecks, that simply decide a game totally based on luck which is not really in controll of the player.
Its similiar to cascade in a way, which also started a total annoying Standard Season full of Cascade crap, were players "randomly" win by getting the nuts cascade.
Similiar to cascade a bunch of combo decks might abuse the mechanic, but that is to be shown (at least we got no miracle creature, and mostly just removal spells).
this is the way i see it, if the whole noxious thing really takes off...Thought Scour will hose that lol. AND draw you a card
i seriously think it will. Desolate Lighthouse pretty much said "hey, set it up, and i'll knock em down". getting blasted in the face for 5 at the end of your turn isnt funny, especially when it keeps on happening while your still throwing threats out there. dont knock it till you try it
Wizards wants to make luck an even bigger factor in the game so even complete noobs can lucksack their way into a miraculous victory. Same reason creatures keep getting better and Mana Leak is now considered "too good" - market research shows they can make more money if they cater to casuals instead of hardcore players.
Purely for the record, I will give you three guesses which crowd is WOTC's bread and butter.
As for Miracles? They achieve the desired result. Huge effects that can radically alter the game, turning the game on it's head. How is that so bad? The game is always going to have a luck component to it. This just acknowledges that fact.
Miracles are hard to evaluate based on pure theory, so I've been withholding judgment until I've had a chance to play with them. I've played with 2 so far in limited events.
1) Vanishment - This was pretty fun to use. The effect is strong, but still seems reasonable. It doesn't completely swing games when ripped off the top. It helped with a few wins, but I was doing well in those games anyway.
2) Entreat the Angels - This card was less fun to use. The effect is game breaking and can completely invalidate everything that has happened in the game so far. When you Entreat for 16 to 24 power worth of flying angels, you almost can't lose, no matter how poorly you were doing prior to that. To me, that's too much of a swing and is not cool. On the other hand, in 4 rounds, I only saw this card once, and it was on the turn which I won without needing it at all. So maybe this kind of situation will be exceedingly rare.
I also played against Bonfire of the Damned and it was one of the worst feelings I've had playing Magic for awhile. Even though my opponent never drew into it when it mattered most, it still felt bad that at any moment I could just die to a single top deck and have nothing to do about it.
TL;DR - I think the smaller effects like Vanishment are probably fine and fun as Miracles, but the larger game enders are not.
Miracles are hard to evaluate based on pure theory, so I've been withholding judgment until I've had a chance to play with them. I've played with 2 so far in limited events.
1) Vanishment - This was pretty fun to use. The effect is strong, but still seems reasonable. It doesn't completely swing games when ripped off the top. It helped with a few wins, but I was doing well in those games anyway.
2) Entreat the Angels - This card was less fun to use. The effect is game breaking and can completely invalidate everything that has happened in the game so far. When you Entreat for 16 to 24 power worth of flying angels, you almost can't lose, no matter how poorly you were doing prior to that. To me, that's too much of a swing and is not cool. On the other hand, in 4 rounds, I only saw this card once, and it was on the turn which I won without needing it at all. So maybe this kind of situation will be exceedingly rare.
I also played against Bonfire of the Damned and it was one of the worst feelings I've had playing Magic for awhile. Even though my opponent never drew into it when it mattered most, it still felt bad that at any moment I could just die to a single top deck and have nothing to do about it.
TL;DR - I think the smaller effects like Vanishment are probably fine and fun as Miracles, but the larger game enders are not.
Quite sums it.
The 1-1 removal is fine, while the hardcore miracles add quite a tension to the draw (which is the point they want with miracles) the effect is sometimes just so out of controll that it becomes "random".
Limited is fun, but somehow this miracles make it into quite a random thing (not that spoilers would not win, but the 4 drafts i made so far, the rare/mythic miracles are just stupid, its just not possible to win against them no matter).
I also played against Bonfire of the Damned and it was one of the worst feelings I've had playing Magic for awhile. Even though my opponent never drew into it when it mattered most, it still felt bad that at any moment I could just die to a single top deck and have nothing to do about it.
TL;DR - I think the smaller effects like Vanishment are probably fine and fun as Miracles, but the larger game enders are not.
How is Bonfire being top decked any worse than Red sun zenith being top decked? or Fireball? or ANY x burn spell...
In limited I think bonfire and Terminus are really powerful simply because they're the only mass removal. Otherwise they're not as powerful as you think. I played against a guy who drew his bonfire when I only had a 2/1 in play so he held it and could never cast it for enough to kill the angel I dropped 2 turns later.
How is Bonfire being top decked any worse than Red sun zenith being top decked? or Fireball? or ANY x burn spell...
In limited I think bonfire and Terminus are really powerful simply because they're the only mass removal. Otherwise they're not as powerful as you think. I played against a guy who drew his bonfire when I only had a 2/1 in play so he held it and could never cast it for enough to kill the angel I dropped 2 turns later.
Kills your dudes, puts you at a low total, and leaves you wide open to death by combat step. Blaze for the same X doesn't even do half of that.
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What really ticks me off about Miracles is that, for most of the playable effects, the Miracle discount isn't even necessary. It's extremely easy to make a mistake in Limited by casting an instant-speed Miracle on your draw step instead of sandbagging it, and by the time the rare Miracles are at their biggest potential for swinging games around, you can probably hardcast them anyway and would've been better off having a 1 discount and no Miracle at all.
This leaves a window of 1-2 turns in which they are exceedingly disruptive and incredibly unfair (e.g. Bonfire/Entreat for x=2-3). It's very hard not to feel cheated when this happens, and it leads to unfun scenarios where both players end up feeling like the game ended too quickly without them having to do anything about it.
I am not worried about Miracles busting Standard anytime soon (they might do so in Eternal formats, though). I just look at the 2 overprice on Temporal Mastery and wonder how amazingly fun it'd be to play Entreat the Angels or Reforge the Soul for a consistent four mana each.
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It's a gimmick for a set, to sell it. It's fun, but it's still a coin-flip. The only one that will be played will be the ones that are good without Miracle, such as Entreat the Angels. Players still value consistency over explosiveness. If you value the cards without Miracle, most of them suck.
I find it a little funny how little conviction your post has.
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I don't mind being beaten by a much less skilled player becuase they hit a miracle card at just the right moment. As a skilled player it just makes me want to plan to take a possible miracle into account in those matches where I know the other player has them in their deck.
I hated DFCs with a passionate vengence, but miracle seems ok to me.
a new hope is similarly pessimistic.
Miracles are fun thats it, nothing deeper than that. the mechanic is fun so it is being played, it is a game it is supposed to be fun if you aren't enjoying it you need a new game.
I agree that only the ones that are good without mircles will see play Bonfire for the damned, terminus, devistation tide, entreat the angels, reforge the soul and temporal mastery could all see play. thunderous wraith ... hmm I might under value that a little. oh look thats heaps of them!
miracle is a reason to not draw cards (at least in your turn) and so work much much better in decks that don't draw a ton of cards, the constancy that card draw gives you for blue decks is being offset by the raw power of drawing a miracle.
(ponder does not improve miracles, just removes the risk of drawing one on a second draw in a turn).
luck has always been a part of the game deal with it.
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Oh, magic isn't dead despite this travesty? How could I have been so wrong.
1) Maximum exploitation - scry or Top-like effects turn the top card of the library into a Miracle card and then draw it in an opponent's turn. This'll need a pretty big set-up to function consistently, so it'll be like any other combo, except that you can only cast a single Miracle'd spell each turn. This functions better in multiplayer, for obvious reasons. With cards like Temporal Mastery, this could quite nasty, but will still need a big setup to function more than once.
Gained from Miracle: Limited access to low-cost instant-speed spells.
2) Mana saver - you cast Terminus or Banishment for only one mana and get to cast another spell as well this turn. However, you can only cast the spell when you draw the card, and not later in the turn.
Gained from Miracle: Very limited access to low-cost spells.
3) Useless card - for example your opponent has Niv-Mizzet on the battlefield and you draw Reforge the Soul; or maybe you draw Entreat the Angels with access to only 2 mana. Either way, the card costs more than it usually would have, because it also has the Miracle alternative cost.
Gained from Miracle: High-cost spells with no limits on playability.
In none of the above situations will you get distinct card advantage when compared to playing a Day of Judgment or a Decree of Justice, only a one-time offer of a reduced mana cost. With Banishment, you aren't getting a free removal spell compared to Time Ebb - you're down a card after all. With Temporal Mastery, you're not getting two turns in a row - you're only getting one-and-a-half, since you've blown mana and a card draw on Miracl'ing the Temporal Mastery in the first place.
All in all, the Miracle keyword seems fun, and only slightly above current power level.
Don't you mean "I think if it's an opinion it's good to start with 'I think' or 'I believe'"? Since "good" is clearly subjective.
"I think" is redundant because everything you type or say you "think". Discerning between opinion and fact is pretty trivial; there is no need to go to extra lengths to clue the reader in.
Luck will always be a factor in MtG and it always has been. A "hardcore" player will find more ways to exploit the miracle mechanic than a "casual" player.
I played against a crazy deck that used think twice to draw into miracles during my turn. Instant speed Terminus was VERY annoying but it never felt game breaking because he had to weaken his suite of answers so he could possibly hit an answer during my turn. I think annoying is the most this mechanic will ever be. And I think people are way under valuing Thunderous Wrath. For R it's insane and for 6cmc in a red deck that's getting flooded you can win the game instead of dropping another out classed body or incinerating them for less than lethal. I use it in my boros deck and it's a PERFECT finisher. People will do anything they can to stay above 3 against a burn deck but 5 is usually not on their radar.
this happens all the time in my matches, so i'm going to give an example
turn 2 - untap, draw, thunderous wrath, lay land, pass
end of their turn - noxious thunderous back to top
turn 3 - untap, draw, thunderous, lay land, pass
end of their turn - snapcaster, noxious, thunderous on top
turn 4 - untap, draw, thunderous, they scoop
thats just one way to do it. another way which is VERY effective is to dump the miracles with looting in the beginning, and on turn 5, start the control. like this.
turn 5 - lay Desolate Lighthouse pass
opponents turn - they swing with a crap ton of creatures/inkmoths (for theory sake)
response - noxious Terminus on top your library, Loothouse into terminus, profit
you can literally keep that up every turn as long as you have Noxious Revival and Snapcaster Mage in your deck. wait for them to swing with Gideon and sink him to the bottom. its definitely awesome. try it out...its fun
For this to work you had to have 3 land, snapcaster, noxious all in your opening hand and luck into a turn 2 thunderous. Seems like you'd have to hit a perfect hand with 0 disruption by your opponent.
For your second example you had to get a terminus into your graveyard some how and have a U,R, and W land. Just so you can do what gutshot does to an inkmoth. or any board wipe would do to their field of creatures...
These are combos that require a lot of effort AND luck that don't just win you the game... Sure it's fun to do 15 damage to your opponent by turn 4 but it's just not something to count on.
Miracles are fine, but some simply have a way too big upside in cost reduction, which makes the difference between miracle and casting them extremly huge.
Madness for example was similiar, you could draw them and with an discard out you could easily play them for a reduced cost. And you had total controll over that, while miracles are way harder to pull of, but also give a much bigger reward in cost reduction.
Instant discard is funny a solution against miracle, but historical we nearly have no instant discard, and the ones we have just discard a card, not like Duress.
But an instant speed discard would be NEEDED in this set, especially as black got no miracle, i would have put a instant Duress in the set, that had a trigger for miracle (in case your opponent miracles, you can play it as instant, easy thing).
As it stands right now, we are in a world of random miracle topdecks, that simply decide a game totally based on luck which is not really in controll of the player.
Its similiar to cascade in a way, which also started a total annoying Standard Season full of Cascade crap, were players "randomly" win by getting the nuts cascade.
Similiar to cascade a bunch of combo decks might abuse the mechanic, but that is to be shown (at least we got no miracle creature, and mostly just removal spells).
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so...i'd need 5 cards out of 7 lol. 8 if i'm on the draw. its not as hard as it seems. U,R,W isnt that hard either lol. Seachrome, Island, Sulfur? sure, its a pretty good hand, but it IS doable more times than you'd think.
as for dumping them, just dump them with Faithless Looting, simple. also, board wipes are generally sorcery's and dont hit gideon when he swings...this does. it leaves a lot open, because realistically you'd need 5 mana open, and if your playing control, that isnt a problem generally. so...wipe the board, next turn lay a titan.
what i pointed out is just ONE thing that can be done. Miracles are pretty good...especially if you build around them right. thats all
this is the way i see it, if the whole noxious thing really takes off...Thought Scour will hose that lol. AND draw you a card
Don't worry, it won't take off.
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i seriously think it will. Desolate Lighthouse pretty much said "hey, set it up, and i'll knock em down". getting blasted in the face for 5 at the end of your turn isnt funny, especially when it keeps on happening while your still throwing threats out there. dont knock it till you try it
Purely for the record, I will give you three guesses which crowd is WOTC's bread and butter.
As for Miracles? They achieve the desired result. Huge effects that can radically alter the game, turning the game on it's head. How is that so bad? The game is always going to have a luck component to it. This just acknowledges that fact.
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1) Vanishment - This was pretty fun to use. The effect is strong, but still seems reasonable. It doesn't completely swing games when ripped off the top. It helped with a few wins, but I was doing well in those games anyway.
2) Entreat the Angels - This card was less fun to use. The effect is game breaking and can completely invalidate everything that has happened in the game so far. When you Entreat for 16 to 24 power worth of flying angels, you almost can't lose, no matter how poorly you were doing prior to that. To me, that's too much of a swing and is not cool. On the other hand, in 4 rounds, I only saw this card once, and it was on the turn which I won without needing it at all. So maybe this kind of situation will be exceedingly rare.
I also played against Bonfire of the Damned and it was one of the worst feelings I've had playing Magic for awhile. Even though my opponent never drew into it when it mattered most, it still felt bad that at any moment I could just die to a single top deck and have nothing to do about it.
TL;DR - I think the smaller effects like Vanishment are probably fine and fun as Miracles, but the larger game enders are not.
Quite sums it.
The 1-1 removal is fine, while the hardcore miracles add quite a tension to the draw (which is the point they want with miracles) the effect is sometimes just so out of controll that it becomes "random".
Limited is fun, but somehow this miracles make it into quite a random thing (not that spoilers would not win, but the 4 drafts i made so far, the rare/mythic miracles are just stupid, its just not possible to win against them no matter).
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How is Bonfire being top decked any worse than Red sun zenith being top decked? or Fireball? or ANY x burn spell...
In limited I think bonfire and Terminus are really powerful simply because they're the only mass removal. Otherwise they're not as powerful as you think. I played against a guy who drew his bonfire when I only had a 2/1 in play so he held it and could never cast it for enough to kill the angel I dropped 2 turns later.
Kills your dudes, puts you at a low total, and leaves you wide open to death by combat step. Blaze for the same X doesn't even do half of that.
This leaves a window of 1-2 turns in which they are exceedingly disruptive and incredibly unfair (e.g. Bonfire/Entreat for x=2-3). It's very hard not to feel cheated when this happens, and it leads to unfun scenarios where both players end up feeling like the game ended too quickly without them having to do anything about it.
I am not worried about Miracles busting Standard anytime soon (they might do so in Eternal formats, though). I just look at the 2 overprice on Temporal Mastery and wonder how amazingly fun it'd be to play Entreat the Angels or Reforge the Soul for a consistent four mana each.