People are going to play tier 1 decks even at a FNM.
I'll tell you something: I hate it when I tell someone why their idea won't work, and the best response they can muster is "you haven't played it, so you don't know anything" or "you're so uncreative, blah blah blah".
How about replying like this for once:
1) tell me WHY my reasoning is incorrect...
So basically you hate it when you tell people that their ideas are worthless and they don't reply in the way you think they should reply.
I don't think anyone here who is entertained by the idea of modern miracles is trying to tell the naysayers that their reasoning is incorrect, I think they are just suggesting you go away. Not everyone who plays modern fnm is a mild sociopath hellbent on winning 52 weeks a year, at least not in my city. I agree it's a waste of time if it's just going to get stomped, but that's not the case here. There is a glint of potential we are trying to realize. I think being critical is a part of gleaning that glint, but there is a difference between being critical and being flat out condescending and discouraging.
People are going to play tier 1 decks even at a FNM.
I'll tell you something: I hate it when I tell someone why their idea won't work, and the best response they can muster is "you haven't played it, so you don't know anything" or "you're so uncreative, blah blah blah".
How about replying like this for once:
1) tell me WHY my reasoning is incorrect...
So basically you hate it when you tell people that their ideas are worthless and they don't reply in the way you think they should reply.
I don't think anyone here who is entertained by the idea of modern miracles is trying to tell the naysayers that their reasoning is incorrect, I think they are just suggesting you go away. Not everyone who plays modern fnm is a mild sociopath hellbent on winning 52 weeks a year, at least not in my city. I agree it's a waste of time if it's just going to get stomped, but that's not the case here. There is a glint of potential we are trying to realize. I think being critical is a part of gleaning that glint, but there is a difference between being critical and being flat out condescending and discouraging.
I can feel the latent hostility to those 'sociopaths' who try to 'win'. Who would do such a thing! (Mind you, winning and fun are mutually exclusive...obviously!) If you want a thread to discuss Miracles, there is a section for that. If you want to pop in a thread in the General Modern section titled Modern Miracles? and spout that those with contrary opinions to yours should 'go away', well, there isn't much to say here really - it should be obvious to any impartial observer. I mean, who needs dialogue and discourse when you can just call us sociopaths and that we should go away instead of addressing our concerns and questions. Lovely chap!
So basically you hate it when you tell people that their ideas are worthless and they don't reply in the way you think they should reply.
I don't think anyone here who is entertained by the idea of modern miracles is trying to tell the naysayers that their reasoning is incorrect, I think they are just suggesting you go away. Not everyone who plays modern fnm is a mild sociopath hellbent on winning 52 weeks a year, at least not in my city. I agree it's a waste of time if it's just going to get stomped, but that's not the case here. There is a glint of potential we are trying to realize. I think being critical is a part of gleaning that glint, but there is a difference between being critical and being flat out condescending and discouraging.
Yes, because I would expect the other guy to at least give a reasonable counterargument as to why he thinks his deck is so good. Also, I never said "worthless", but if it'll prod you into actually telling me why you think your deck is so good despite all the flaws that many others have pointed out, then go ahead and assume I said it.
And I actively WANT you to tell me why I'm incorrect. Yes, I can actually take criticism. If you shoot some unsubstantial answer like "I dunno, go play it and maybe you'll find out", well, lol, just look at yourself. Someone else can come up with reasonable arguments from THEORY and you can't even respond properly to that.
Oh yes, I would know a thing about being condescending. Condescending is when I say "Miracles sucks". Critical is when I say "Miracles sucks because it has no good way of stacking its library and putting in-hand Miracles back into the library". Got the difference? And go ahead and check this thread, how have the "naysayers" answered you? Condescending or critical?
I think people are getting way too opinionated over decklists that no one even gave a chance yet.
You don't need to tuck the miracles back in your deck to win, believe it or not, playing tempo control you can pretty easily just hard cast your miracles too.
But the combination of Vendilion Clique and Noxious revival is probably enough to "tuck" your miracles in hand. But seriously, even x=2 on Bonfire can blow so many games out and win. Entreat, not so much. If I were to tuck a miracle itd be that one, but back when I tested it last year when we didnt have Spark jolt I never had that much of an issue.
My local meta is much more ground and pound, which should be a half decent matchup. Affinity is still an awkard matchup though. Hard to race them.
Now, I'm not going to pretend that Miracles are great in modern but in my (admittedly very limited) play-testing they did just give me some free wins in games I had no business winning, like a turn three Terminus against an affinity player who had just emptied his hand at me.
I agree the shells we have at the moment leave a lot to be desired but I still think its a fun concept and one that warrant playing around with. The actual miracles are very powerful but as people keep say we don't have the card selection we really want. That said I don't think this means that there is no point in even trying the concept. If nothing else seeing what options are available and talking about it as a community might help inspire other deck ideas, even if they aren't really following the miracles game plan.
Basically I don't think the critics are being condescending but I do think they are being unhelpful. If people want to try and make the deck work then why, even if you think it will be terrible, do you feel you have to say "its never going to work". Basically either let people have fun trying the concept or at least provide constructive criticism rather than just disruptive. Also you don't actually need to read the thread if you don't think the idea has any grounding.
Sorry for the rant, I know everyone here just means well, either trying to get this off the ground or trying to point out that those people's time might be better spent on other projects.
T3, upkeep, flash in snapcaster, flashback noxious revival, put miracle back on top, draw it, Terminus, GG.
Works great with Terminus against aggro.
i feel that t2 minus 1 ourselves t3 tap out for a terminus t4 we lost because we didn't leave up counter magic. I might have missed it but why is everyone so dead set on trying to use noxious revival with miracles?
Rather than using cards that exist purely to support keeping miracles out of our hand, what if we went into esper colors and used discard outlets like Pack Rat?
or instead of using some gimmick to get the miracle off why not drag the game out to the point where you can hard cast it? worked in esper for me seems waaaaaaaaaaaaaaaaay more realistic and gives less dead draws.
I dont think running cards like Telling Time are considered "gimmick". Its instant speed, 2 CMC (so makes leaving up mana for leak/remand) and can help set up ur draws and set up miracle cards. the combination of gifts ungiven/n.revival/snapcaster (all of which are still solid card choices, barring the one of n.revival) would be great to help make sure you get the right cards.
As far as the miracle cards, i think only terminus/entreat are actually worth playing and would fit nicely in a control UW shell, something like Path, Snare, Leaks/Remands, C.Command, Snaps, Serum Visions (to prevent early miracles), telling time, d.sphere, term/entreat, Azorious Charm (early time walking opponents creatures, late game lets you draw miracles on opponent's turns), some wrath effects (verdicts/wrath of god) and gifts ungiven.
I dont think running cards like Telling Time are considered "gimmick". Its instant speed, 2 CMC (so makes leaving up mana for leak/remand) and can help set up ur draws and set up miracle cards. the combination of gifts ungiven/n.revival/snapcaster (all of which are still solid card choices, barring the one of n.revival) would be great to help make sure you get the right cards.
As far as the miracle cards, i think only terminus/entreat are actually worth playing and would fit nicely in a control UW shell, something like Path, Snare, Leaks/Remands, C.Command, Snaps, Serum Visions (to prevent early miracles), telling time, d.sphere, term/entreat, Azorious Charm (early time walking opponents creatures, late game lets you draw miracles on opponent's turns), some wrath effects (verdicts/wrath of god) and gifts ungiven.
what? I've never called telling time gimmicky in fact on the deck report i did on miracles i felt as if its the card id never play less then 4 of what im getting at is people discarding miracles and using noxious revivals to get a miracle. thats gimmicky.and thats basically what i posted above except im using trade routes as a continues enabler for miracles.
I'd make those See Beyond into Remand though. I understand it reduces your ability to manipulate the top of the deck, but you lose one thing and gain two things: Counter spell that works at instant speed with nox revival + Miracle on opponent's turn. I feel like this deck needs more ways to interact with the stack.
Here's a version of this deck I'm working on now. I really think that Temple of Enlightenment and the new Jace add a dimension to this deck. It's still not "good" by a lot of measures, but I've played this deck (without Jace) for a long time, and it's by no means bad. It punches many creature-based and aggro strategies right in the face.
Choices--being able to rock Telling Time at instant speed makes it, in my opinion, better than Serum Visions or Mystic Speculation. You need ways to set up this deck, and Telling Time is, in my experience, the best way to do it. Mystic Speculation can have great legs in the mid- and late-games when you're digging for win conditions. You'll notice that, along with the lands and Jace, a lot of ways to set up your turns. I don't t think See Beyond adds much to Miracles, at least not as much as Telling Time or Mystic Speculation.
This is different than some of the other decks posted--I like seeing people splash red, hadn't really thought of that. Same with Counterbalance or any other counter package--I used to run Remand, but it's actually counterproductive if you set up your draw with a sorcery and your opponent drops a must-counter spell. With my version, I don't care what my opponent plays, I'm just going to wipe or reset the board every other turn, and either grind out with Celestial Colonnade and Gideon Jura, or flood the board with angels off Entreat the Angels. It's a style of play that makes my friend--in his words--barf in his shirt, because it just negates everything he does and takes forever to win.
There's a lot of utility in the spell package--Faith's Fetters deals with a lot of stuff (like planeswalkers) that the deck doesn't have other ways to effectively deal with, and the life gain offsets Noxious Revival or buys a little time. Noxious Revival is an all-star in this deck, it's whatever miracle you want it to be. Spot removal (Path) is important for those times you dig and just can't find a sweeper, and Azorius Charm plays a lot of different roles.
Jace's ability to effectively Scry 2 is pretty clutch, and his -3 (even if it's overcosted) fills a role in this deck, it buys you time against permanents that a Terminus won't deal with while you set up. Gideon fills a similar role--buys time, conditional removal, and he's even a good conditional beater.
The singleton Snapcaster Mage can allow for some surprise moves, same with Vendilion Clique shenanigans on your opponent's turn--but I don't want to run more Snapcasters, they're just not as good as Clique in this deck and you're likely going to blow it up anyway.
thank you very much this is the third version of miracles ive brewed and seems like the most fun mainly due to the land aspect.
the charms were originally condescend so those can be reminds but from what i've gathered past my draw step im like a tap out control in the early turns since i want to get the assault and routes active as my form of protection(plus having to use loam which is 2 mana sink every turn). but i do agree some stack interaction would be useful im sure taking a more realistic approach at this thunderous wrath should probably be bolts and 1 thing im sad i forgot to add was the retrace wurm card. and speaking of miracles i think using devastating tide tide could be a good enough to draw the game out long for assault to get control sadly it doesn't mix with an early assault so there is so mix matching there. also i like how the routes and assault kinda play like scapeshift get so many lands play 1 card and you win the game.
so later today ill do an updated version that can actually interact and isnt like a big burn deck haha
all i wana say about see beyond is i believe everyone is look at the card from the "wrong angle" im not using it like telling time or everyones favorite Mystic Speculation. its there for getting rid of the miracle half the time i never cast it early and if i do its because i need to rest that miracle asap. all while digging for an out if need be where as speculation you need it and another card to find an out im not saying 4 is correct as in that rug build i posted(that deck was just a stack and since there is a lot of bad miracles they didn't seem too bad in theory) 2 is actually where you'd want to be if you want to test the card. so basically if you want something thats more reactive it's like a v-clique with out the legs essentially so i might try her instead.
The main goal (aside from pulling off miracles) is to control the board with miracles long enough until you can just pay the full cost. The cantrips allow you to pull miracles during an opponent's turn and help plow through the deck as quickly as possible. This has the effect of "increasing" the miracle count in the deck, while reducing the number of lands required.
I could see maybe running Peace of Mind over Faithless Looting in order to keep tempo until the main control scheme is set up. That would assist in getting miracles to the graveyard from the hand, as well as getting a bit of lifegain against more aggro decks.
What about just jamming all the blue and white miracles. If you top deck semi-decently you should be able to stay in the game long enough to hardcast the miracles stranded in your hand. Then win with celestial colonnade beatdown. Just a (potentially bad) idea. And since you're not really trying to hold up mana on your turn (no counters), playing tapped lands isn't a big an issue.
The 16 eggs and 12 scry lands allow us to rifle through the deck extremely quickly in order to hit Miracles with some consistency. Once an egg or two is out with Revival/Reclaim in hand and a Miracle or two in the graveyard, we should be able to simply play Miracles at instant speed on the opponent's turn. The deck runs well off of minimal lands in play, so the "enters the battlefield tapped" is negligible. The main win conditions are to continuously sweep the board with Terminus and swing in with Treetop Village in combination with recurring Thunderous Wrath.
The benefit of the eggs is that it allows us to use the opponent's turn to draw an additional card with minimal card and mana investment, doubling our chances of hitting a Miracle as necessary. They also fix mana in a pinch (Chromatic Star/Chromatic Sphere) and shuffle extra Miracles back in (Conjurer's Bauble).
Do you think Mistveil Plains would help? If you dump a bunch in the graveyard it can put good stuff back in the deck. Since you'll have lots of shuffle and tutors it might be relevant.
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So basically you hate it when you tell people that their ideas are worthless and they don't reply in the way you think they should reply.
I don't think anyone here who is entertained by the idea of modern miracles is trying to tell the naysayers that their reasoning is incorrect, I think they are just suggesting you go away. Not everyone who plays modern fnm is a mild sociopath hellbent on winning 52 weeks a year, at least not in my city. I agree it's a waste of time if it's just going to get stomped, but that's not the case here. There is a glint of potential we are trying to realize. I think being critical is a part of gleaning that glint, but there is a difference between being critical and being flat out condescending and discouraging.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
I can feel the latent hostility to those 'sociopaths' who try to 'win'. Who would do such a thing! (Mind you, winning and fun are mutually exclusive...obviously!) If you want a thread to discuss Miracles, there is a section for that. If you want to pop in a thread in the General Modern section titled Modern Miracles? and spout that those with contrary opinions to yours should 'go away', well, there isn't much to say here really - it should be obvious to any impartial observer. I mean, who needs dialogue and discourse when you can just call us sociopaths and that we should go away instead of addressing our concerns and questions. Lovely chap!
I recommend the counterbalance combo to go with this, we can work it, especially with Noxious revival shenanigans.
UWR looks best
3 Vendilion Clique
2 Restoration Angel
Miracles: 8
3 Bonfire of the Damned
2 Temporal Mastery
3 Entreat the Angels
Enchantments: 3
3 Counterbalance
Instants: 19
3 Magma Jet
4 Remand
2 Electrolyze
2 Noxious Revival
4 Telling Time
4 spark jolt
4 arid mesa
3 steam vents
1 hallowed fountain
2 sacred foundry
3 island
1 mountain
2 plains
3 Celestial Colonnade
2 tectonic edge
Yes, because I would expect the other guy to at least give a reasonable counterargument as to why he thinks his deck is so good. Also, I never said "worthless", but if it'll prod you into actually telling me why you think your deck is so good despite all the flaws that many others have pointed out, then go ahead and assume I said it.
And I actively WANT you to tell me why I'm incorrect. Yes, I can actually take criticism. If you shoot some unsubstantial answer like "I dunno, go play it and maybe you'll find out", well, lol, just look at yourself. Someone else can come up with reasonable arguments from THEORY and you can't even respond properly to that.
Oh yes, I would know a thing about being condescending. Condescending is when I say "Miracles sucks". Critical is when I say "Miracles sucks because it has no good way of stacking its library and putting in-hand Miracles back into the library". Got the difference? And go ahead and check this thread, how have the "naysayers" answered you? Condescending or critical?
| Ad Nauseam
| Infect
Big Johnny.
You don't need to tuck the miracles back in your deck to win, believe it or not, playing tempo control you can pretty easily just hard cast your miracles too.
But the combination of Vendilion Clique and Noxious revival is probably enough to "tuck" your miracles in hand. But seriously, even x=2 on Bonfire can blow so many games out and win. Entreat, not so much. If I were to tuck a miracle itd be that one, but back when I tested it last year when we didnt have Spark jolt I never had that much of an issue.
My local meta is much more ground and pound, which should be a half decent matchup. Affinity is still an awkard matchup though. Hard to race them.
I agree the shells we have at the moment leave a lot to be desired but I still think its a fun concept and one that warrant playing around with. The actual miracles are very powerful but as people keep say we don't have the card selection we really want. That said I don't think this means that there is no point in even trying the concept. If nothing else seeing what options are available and talking about it as a community might help inspire other deck ideas, even if they aren't really following the miracles game plan.
Basically I don't think the critics are being condescending but I do think they are being unhelpful. If people want to try and make the deck work then why, even if you think it will be terrible, do you feel you have to say "its never going to work". Basically either let people have fun trying the concept or at least provide constructive criticism rather than just disruptive. Also you don't actually need to read the thread if you don't think the idea has any grounding.
Sorry for the rant, I know everyone here just means well, either trying to get this off the ground or trying to point out that those people's time might be better spent on other projects.
3 Snapcaster Mage
2 Vendilion Clique
Sorceries (13)
4 Serum Visions
2 See Beyond
2 Supreme Verdict
3 Terminus
2 Entreat the Angels
4 Path to Exile
3 Spell Snare
3 Mana Leak
2 Think Twice
3 Telling Time
Enchantments (3)
3 Counterbalance
4 Temple of Enlightenment
4 Hallowed Fountain
4 Seachrome Coast
4 Halimar Depths
2 Tectonic Edge
3 Island
3 Plains
2 Luminarch Ascension
1 Supreme Verdict
1 Negate
2 Stony Silence
1 Detention Sphere
1 Dispel
2 Timely Reinforcements
1 Terminus
1 Celestial Purge
1 Disenchant
2 Rest in Peace
This actually looks pretty fun, I may build and start testing it.
Any thoughts, comments or suggestions?
T2: Ideas unbound -> discard Noxious Revival + Miracle + whatever else
T3, upkeep, flash in snapcaster, flashback noxious revival, put miracle back on top, draw it, Terminus, GG.
Works great with Terminus against aggro.
i feel that t2 minus 1 ourselves t3 tap out for a terminus t4 we lost because we didn't leave up counter magic. I might have missed it but why is everyone so dead set on trying to use noxious revival with miracles?
As far as the miracle cards, i think only terminus/entreat are actually worth playing and would fit nicely in a control UW shell, something like Path, Snare, Leaks/Remands, C.Command, Snaps, Serum Visions (to prevent early miracles), telling time, d.sphere, term/entreat, Azorious Charm (early time walking opponents creatures, late game lets you draw miracles on opponent's turns), some wrath effects (verdicts/wrath of god) and gifts ungiven.
what? I've never called telling time gimmicky in fact on the deck report i did on miracles i felt as if its the card id never play less then 4 of what im getting at is people discarding miracles and using noxious revivals to get a miracle. thats gimmicky.and thats basically what i posted above except im using trade routes as a continues enabler for miracles.
3 Seismic Assault
4 Telling Time
4 See Beyond
4 Izzet Charm
4 Life from the Loam
4 Bonfire of the Damned
4 Thunderous Wrath
4 Noxious Revival
4 Copperline Gorge
4 Scalding Tarn
4 Misty Rainforest
2 Cascade Bluffs
1 Stomping Ground
1 Breeding Pool
1 Steam Vents
1 Desolate Lighthouse
1 ghost quarter
1 Island
1 Forest
1 Mountain
I'd make those See Beyond into Remand though. I understand it reduces your ability to manipulate the top of the deck, but you lose one thing and gain two things: Counter spell that works at instant speed with nox revival + Miracle on opponent's turn. I feel like this deck needs more ways to interact with the stack.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
4 Devastation Tide
4 Terminus
2 Entreat The Angels
1 Temporal Mastery
Creatures
3 Vendilion Clique
1 Snapcaster Mage
Spells
2 Supreme Verdict
2 Path To Exile
3 Faith's Fetters
2 Azorius Charm
3 Noxious Revival
4 Telling Time
2 Mystic Speculation
2 Jace, The Living Guildpact
1 Gideon Jura
Lands
4 Temple of Enlightenment
4 Celestial Colonnade
3 Halimar Depths
4 Hallowed Fountain
1 Tectonic Edge
4 Islands
4 Plains
Choices--being able to rock Telling Time at instant speed makes it, in my opinion, better than Serum Visions or Mystic Speculation. You need ways to set up this deck, and Telling Time is, in my experience, the best way to do it. Mystic Speculation can have great legs in the mid- and late-games when you're digging for win conditions. You'll notice that, along with the lands and Jace, a lot of ways to set up your turns. I don't t think See Beyond adds much to Miracles, at least not as much as Telling Time or Mystic Speculation.
This is different than some of the other decks posted--I like seeing people splash red, hadn't really thought of that. Same with Counterbalance or any other counter package--I used to run Remand, but it's actually counterproductive if you set up your draw with a sorcery and your opponent drops a must-counter spell. With my version, I don't care what my opponent plays, I'm just going to wipe or reset the board every other turn, and either grind out with Celestial Colonnade and Gideon Jura, or flood the board with angels off Entreat the Angels. It's a style of play that makes my friend--in his words--barf in his shirt, because it just negates everything he does and takes forever to win.
There's a lot of utility in the spell package--Faith's Fetters deals with a lot of stuff (like planeswalkers) that the deck doesn't have other ways to effectively deal with, and the life gain offsets Noxious Revival or buys a little time. Noxious Revival is an all-star in this deck, it's whatever miracle you want it to be. Spot removal (Path) is important for those times you dig and just can't find a sweeper, and Azorius Charm plays a lot of different roles.
Jace's ability to effectively Scry 2 is pretty clutch, and his -3 (even if it's overcosted) fills a role in this deck, it buys you time against permanents that a Terminus won't deal with while you set up. Gideon fills a similar role--buys time, conditional removal, and he's even a good conditional beater.
The singleton Snapcaster Mage can allow for some surprise moves, same with Vendilion Clique shenanigans on your opponent's turn--but I don't want to run more Snapcasters, they're just not as good as Clique in this deck and you're likely going to blow it up anyway.
Thoughts?
the charms were originally condescend so those can be reminds but from what i've gathered past my draw step im like a tap out control in the early turns since i want to get the assault and routes active as my form of protection(plus having to use loam which is 2 mana sink every turn). but i do agree some stack interaction would be useful im sure taking a more realistic approach at this thunderous wrath should probably be bolts and 1 thing im sad i forgot to add was the retrace wurm card. and speaking of miracles i think using devastating tide tide could be a good enough to draw the game out long for assault to get control sadly it doesn't mix with an early assault so there is so mix matching there. also i like how the routes and assault kinda play like scapeshift get so many lands play 1 card and you win the game.
so later today ill do an updated version that can actually interact and isnt like a big burn deck haha
thats just my prospective on it.
I was messing around with the idea of a Modern Miracles deck last night, and this is the preliminary list I came up with:
4 Chromatic Sphere
4 Chromatic Star
4 Conjurer's Bauble
4 Faithless Looting
4 Noxious Revival
4 Reclaim
1 Serene Remembrance
4 Terminus
4 Thunderous Wrath
4 Arid Mesa
4 Ghost Quarter
1 Sacred Foundry
1 Stomping Ground
1 Temple Garden
1 Sunpetal Grove
1 Rootbound Crag
1 Clifftop Retreat
1 Forest
1 Plains
1 Mountain
2 Treetop Village
The main goal (aside from pulling off miracles) is to control the board with miracles long enough until you can just pay the full cost. The cantrips allow you to pull miracles during an opponent's turn and help plow through the deck as quickly as possible. This has the effect of "increasing" the miracle count in the deck, while reducing the number of lands required.
I could see maybe running Peace of Mind over Faithless Looting in order to keep tempo until the main control scheme is set up. That would assist in getting miracles to the graveyard from the hand, as well as getting a bit of lifegain against more aggro decks.
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
Shining shoal, sunscour, or even commandeer are cute ways of making use of cards stranded in your hand.
4 banishing stroke
4 vanishment
4 devastation tide
4 terminus
4 temporal mastery
Fun stuff
4 think twice
4 azorius charm
4 path to exile
2 supreme verdict
1 shining shoal
1 sunscour
4 seachrome coast
4 temple of enlightenment
4 hallowed fountain
4 celestial colonnade
3 halimar depths
2 island
2 plains
1 mystic gate
1 Jungle Shrine
4 Temple of Triumph
4 Temple of Plenty
4 Temple of Abandon
3 Treetop Village
1 Plains
1 Mountain
1 Forest
4 Mishra's Bauble
4 Conjurer's Bauble
4 Chromatic Sphere
4 Chromatic Star
Graveyard Recursion Tools (12):
4 Faithless Looting
4 Noxious Revival
4 Reclaim
4 Terminus
4 Banishing Stroke
4 Thunderous Wrath
1 Bonfire of the Damned
The 16 eggs and 12 scry lands allow us to rifle through the deck extremely quickly in order to hit Miracles with some consistency. Once an egg or two is out with Revival/Reclaim in hand and a Miracle or two in the graveyard, we should be able to simply play Miracles at instant speed on the opponent's turn. The deck runs well off of minimal lands in play, so the "enters the battlefield tapped" is negligible. The main win conditions are to continuously sweep the board with Terminus and swing in with Treetop Village in combination with recurring Thunderous Wrath.
The benefit of the eggs is that it allows us to use the opponent's turn to draw an additional card with minimal card and mana investment, doubling our chances of hitting a Miracle as necessary. They also fix mana in a pinch (Chromatic Star/Chromatic Sphere) and shuffle extra Miracles back in (Conjurer's Bauble).
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
This started off more speculatively, but now it's in a creation/development mode.